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		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10625</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
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		<updated>2006-10-14T14:45:30Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
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&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
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Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
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Tcho Arr Everett or whatever his name is is with the Royal Expedition. I thought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon''' &lt;br /&gt;
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- Mr. Everett is a member of the crew as there is precedent in other cases of persons who hold dual citizenship with many nations. &lt;br /&gt;
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== Glad to see the Vendetta ==&lt;br /&gt;
Ahoy! Captian glad to see that ya finally attacking those anti-pirate Yorkers. I be having some o my men heading south, Ya can trust them ta help ya out.--[[User:Michael edwards|Michael edwards]] 00:26, 3 October 2006 (UTC)&lt;br /&gt;
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We'll be waiting for you seadogs. Can't wait to kill the Captain for the Third Time. I'm waiting for you Captain Dan. The Headhunters got you this time but you won't escape that easily. As for the JRG, we'll be ready to cut them to pieces just like we did to the MG pirates. See you in York!--[[User:Serious Sam|SeriousSam]]&lt;br /&gt;
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== Treachery in the clan ==&lt;br /&gt;
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Captain Whitney and all other clan members, my name is kjacobso (http://www.shartak.com/profile.cgi?id=4344) and I am a loyal member of the Scurvey Crew. On 08/18/2006 I was ruthlessly attacked and murdered by a fellow crew member, Sigfrid (http://www.shartak.com/profile.cgi?id=1567).  This attack was unprovoked and I ask that appropriate action be taken.  Here is an ingame-shot (http://pichostwizard.com/show.php?id=257244).  Thank you.&lt;br /&gt;
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Yarr, I been paid by [[User:Gandhi|Gandhi]] of the [[Royal Expedition]] to aid in destabilizing ye crew. The leader of the mutiny be Johnny Bullocks. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 18:28, 4 October 2006 (UTC)&lt;br /&gt;
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I can assure you the Royal Expedition had no such intentions, and I nor any other member of the RE ever paid B4ll54ck_kill3r to destabilize your Crew.  B4ll54ck_kill3r has defaced the Royal Expedition wiki multiple times and has spread lies and rumors about RE members.  I speak for the Royal Expedition when I say B4ll54ck_kill3r is a menace and has not a single metric unit of truth or honor in his bones.  We are currently trying to ban him from the wiki to prevent lies about other clans from being spread and causing more damage.  [[User:Gandhi|Gandhi]] 21:03, 5 October 2006 (UTC)&lt;br /&gt;
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[[User:Gandhi|Gandhi]] be the very man who paid me to do 'uch deeds! He put a 50 coin 'ounty on me 'ead. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 15:49, 8 October 2006 (UTC)&lt;br /&gt;
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Any mutineers will have to go through me and half the crew to reach the Cap'n. And Gandhi, if I find anything different from what you say, you will see me after the raid. '''Captain Dan'''&lt;br /&gt;
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I assure you Captain, I have never paid nor will ever pay B4ll54ck kill3r to harm a pirate, native, outsider, or anything for that matter.  Why would I pay him to kill either you or any other crew member when I can do so completely under my own ability?!  I would be deeply offended if you took B4ll54ck kill3r's word over mine, especially given the current peace between the Scurvy Crew and the Royal Expedition. [[User:Gandhi|Gandhi]] 17:51, 10 October 2006 (UTC)&lt;br /&gt;
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And who are we to believe Gandhi? You or one of our own? Would you believe me other one such as LessThenLethal or another of your brothers? And does it not say in your Wiki profile that you specalize in Espionage? That, if I am not mistaken, is the act of spying, spreading disorder and '''destabilizing''' the enemy? Quite honestly, I don't believe you, and I don't want to either. I value pirates over outsiders, especialy Yorkmen, who are known for their prejudice against our kind. So, in short, why in all of the rumless hell should we believe you or your group? '''Captain Dan'''&lt;br /&gt;
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Oh, and you mentioned it being in your ability to slay me? I seriously doupt that any Yorkman will ever outskill a Man of the Strumpet and certainly will never outfight me and escape with his life. And, ''speaking for myself and not the Crew'', I don't trust you at all. '''Captain Dan'''&lt;br /&gt;
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Captain, I can assure you that the Royal Expedition has no need or desire to engage in such underhanded activity against your clan.  --[[User:Gitboy|Less Than Lethal]] 20:59, 12 October 2006 (UTC)&lt;br /&gt;
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One of your own kind?  If you check the history of your own wiki, you will learn that B4ll54ck kill3r was once a member of the Scurvy Crew, then suddenly left the clan to join the Jolly Roger Gang, and then left that clan to remain independent.  I wonder how you can call this man &amp;quot;one of your own.&amp;quot;  And as to me being able to kill you Captain Dan, I am referring to the discourse we had on the Western Isle during the conflict between our clans.  I killed you once, but only while the conflict was escalating.  Once you returned to the Isle, I had the opportunity to take you and Tyler Whitney out with my sword, but instead used diplomacy.  Our clans found common ground in securing the Western Isle as a safe haven to all citizens of Shartak.  Do our peaceful efforts mean nothing to you?  I have no desire to harm the Scurvy Crew or any of its member.  If you cannot see that, I consider all of the constructive work to make the Western Isle a peaceful haven for all nothing but a waste of time.  Please realize what you are suggesting, and that B4ll54ck kill3r is merely a lying nuisance that should be banned from the wiki and Shartak. [[User:Gandhi|Gandhi]] 23:35, 12 October 2006 (UTC)&lt;br /&gt;
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The Yorkman asked me to comment and you'll be able to see my response in the next issue. Basically, I'm saying why the hell we should believe a guy who says he was paid to kill us? I also highly doubt him given the admirable display of bare-knuckled diplomacy that resulted in the Non-Aggression Zone around New Tortuga/&amp;quot;Unity Island.&amp;quot; And if they wanted to hit us I'd like to think one of the oldest and largest outsider groups on the island would have the huevos to do the dirty work themselves. Not hire some clanless joker to pk the nearest Scurvy Crew member and make an ass of himself on the wiki. Mr. Dan, your eagerness to protect a percieved member of the crew from slander is admirable, but consult with your other crewmates before threatening violence with another clan. [[User:Tyler Whitney|Tyler Whitney]] 12:12, 13 October 2006 (UTC)&lt;br /&gt;
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I was not threatening the RE, but more or less Gandhi. As for this matter, my pride is hurt, but it also demands an apology. Gandhi, too you I offer an apology for my rudeness which could have destroyed what careful negotiations had built. To the Captain, I offer an apology for straying into matters outside that of a Surgeon's duty or a Surgeon's knowledge. And too the RE, I hope I never have to talk to any member of the group again, as all I can manage is unnneeded aggression. And as for you, B4ll54ck kill3r, I stood up for you and lost some of my honour. As far as I am concerned, you are no longer one of my blood brothers. I will say no more on the matter, as a Surgeon should not care or be needed in the running of a Ship, esspecialy one as dignified as the Strumpet. Again, my apologies to all... '''Captain Dan'''&lt;br /&gt;
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Thank you for seeing the true nature of this conflict.  To Captain Dan, in retrospect I too offer my apologies for the unkind exchanges made both here and on the Western Isle.  In the context of war or conflict, it's easy to forget who your opponents are and to treat them with respect.  I can ensure that any further discourse between the Scurvy Crew and I will be nothing but tasteful and professional. [[User:Gandhi|Gandhi]] 14:45, 14 October 2006 (UTC)&lt;br /&gt;
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== Intelligence ==&lt;br /&gt;
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Captain Dan here. I decided that we ought to have some way to keep up on the other groups so we can neutralize threat, keep alliances going and the such that the Captain could look at quickly and help decide what to do next. Just add your bit of info.&lt;br /&gt;
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*A new group called the &amp;quot;Pirate Hunters&amp;quot;. Small and new, no need to worry, but maybe we should deal with it before it becomes a problem. I can't locate it though, maybe we could hire the mercenart Guild... '''Captain Dan'''&lt;br /&gt;
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As has already been elaborated on, the Captain has invoked the right of Parley with one anti-pirate group (although they have yet to respond). There is the possibility that New Tortuga may become a pan-Shartak summit of interested Pirate and Outsider groups who wish to determine each others' exact allegiances and spheres of influence. More on this possibility to come... &lt;br /&gt;
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== The Route to Raktam ==&lt;br /&gt;
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Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
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== Impersonation of the Captain ==&lt;br /&gt;
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Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
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&amp;quot;Tyler Whitey&amp;quot; merely be ICDIF with lifts to make him appear taller and more threatening and, hrm... &amp;quot;Stuffing&amp;quot; to disguise his other obvious inadequacies.&lt;br /&gt;
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== The Battle of Dalpok ==&lt;br /&gt;
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Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
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Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;br /&gt;
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Secured a hut to the very South West. Moving to take control of their armoury. '''Captain Dan/Surgeon'''&lt;br /&gt;
:Bugger. I took one out then got hit. Will be at the hut soonish I hope. -'''Wolverine'''&lt;br /&gt;
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Armoury secured. Need more men. Whos supposed to be leading the raid? '''Captain Dan/Surgeon'''&lt;br /&gt;
:Yarr, Cap'n, I've come to bolster your security. All priates heading to Dalpok, get to the South West most hut. Tis offering good protection. Do we have a forum for this sort of thing? -'''Wolverine'''&lt;br /&gt;
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Blow me away, I be not a good geography plotter! The hut we are all in is somewhere along the western side. The armourie is captured, but can't be defended. I NEED MORE MEN TO HELP ME!!! As this is also to get our name recognised, I've been writing on all the Empty Huts &amp;quot;Hut has been taken by the Men of the Strumpet!&amp;quot; (Do pirates have medals? 'Cause I damn well diserve one!!!) '''Captain Dan/Surgeon'''&lt;br /&gt;
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To anyone in Dalpok, aim for the Shaman!!! '''Captain Dan/Surgeon'''&lt;br /&gt;
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WHICH GOD FORSHAKEN BASTARD CARVED THIS INTO THE GROUND BY ME?!!! &amp;quot;This is where Captain Dan lost his anal virginity.&amp;quot; I CHALLENGE WHOEVER IT WAS TO SINGLE COMBAT AFTER THE BATTLE OF DALPOK! '''Captain Dan/Surgeon'''&lt;br /&gt;
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Excellent work on the raid! The Captain would will that it continue, except that since there's no way to really occupy a village due to the presence of the shamen. There's also been a flood of new crew members (at the rate of 1-2 a day) since the clans feature was upgraded. To encourage further additions to the ranks, and so the Natives in Wicksick and Raktam don't start thinking that the Scurvy Crew is a &amp;quot;Dalpok problem&amp;quot; we're going to take advantage of our new numbers and start attacking other villages. Two weeks is long enough for a raid anyhow. The Captain is open to suggestions as to which should be our next target. Something with an established group of defenders (like the Wicksick Headhunters or Raktamites) would seem most likely.- Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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A possibility that has been brought up by members of the crew who shall remain nameless is that the Scurvey Crew's next raid should be an outsider village. Why? Because we're pirates. Yar... This would have a large effect on the crew and relations between pirates and outsiders as a whole. Many crew members who have only recently signed up might be less willing to attack their outsider cousins than the stinking natives. Attacking York or Deby would also make it more difficult for any pirate to travel or trade there. The Captain wills that the matter be opened to debate within the crew. &lt;br /&gt;
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It has also been suggested that we start charging protection money from villages we don't raid, or that we continue raiding them until we are paid. The Captain has already grown quite fond of this idea, but would like to hear from the rest of the crew. There are other matters to consider, such as (most importantly) how much do we charge? Which representatives will pay us and who will collect the loot? In true pirate fashion the Captain would collect and distribute whatever booty collected, but how would we decide on each pirate's share? Discuss... -Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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:Perhaps in true pirate fashion, the Captain could divvy out an arbitrary amount in advance to each pirate, or pay each pirate for their service upon the initiation of village-pillaging activities. After that, pillaging would continue until locals have given the Captain enough gold to persuade him to call off the raid. So if one local wanted to cover for all the rest, they could pay a full amount. If no local wanted to pay, the raid would continue until the Captain got bored. A friendly pirate crew might give advance warning, e.g., &amp;quot;we're going to raid York next Friday, and kill everyone in the Colonial Police, unless the Captain receives 45 gc by Thursday midnight...&amp;quot; --[[User:Tycho44|Tycho44]] 07:53, 15 June 2006 (BST)&lt;br /&gt;
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I have asked this on the page, but do I count as a senior member? I believe that I fought harder then most in Dalpok, only being beaten by the Captain and equaled with Wolverine. I would not fail you, and would not require any reward for my service. I am a Surgeon, I know, but... you decide Captain...&lt;br /&gt;
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I belive it is wrong to upset the Pirate/Outsider balance. It would be stupid and unnescary to annoy such powerful adversarys. Natives r one thing, but outsiders... It would be silly.&lt;br /&gt;
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'''Captain Dan/ Surgeon'''&lt;br /&gt;
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== Pirate on Pirate crime Policy ==&lt;br /&gt;
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Garr, does the captain have a policy regarding fellow pirates who slaughter our crew? --b4ll54ck kill3r&lt;br /&gt;
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Why do you ask? '''Captain Dan/Surgeon'''&lt;br /&gt;
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I was killed by ICDFIFiringSquad, a fellow pirate. '''b4ll54ck kill3r'''&lt;br /&gt;
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The mangy dog be back? I fought I took all the fight out of him when I ripped his balls off in our previous encounter. Just ignore em, and kill em if yee can! '''Captain Dan/Surgeon'''&lt;br /&gt;
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I'd normally say Pirate v. Pirate brawling is between the two pirates but ye have liberty to murder Firingsquad if ye wish it. -The Captain.&lt;br /&gt;
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== A Bounty on my Head? ==&lt;br /&gt;
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I had just reached York, and some guy called oden147(not sure if the number is right) attacked me saying there me a bounty on my here head. Any one got any imfomation on this? '''Captain Dan/Surgeon'''&lt;br /&gt;
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:See [[Order of Patriots#Bounties]]. According to [[Talk:Order_of_Patriots|the talk page]], [http://www.shartak.com/profile.cgi?id=1467 oden184] claimed your kill and was paid for it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:37, 27 June 2006 (UTC)&lt;br /&gt;
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== additon by Anne Bonney == not knowing how else to communicate what has occurred  see&lt;br /&gt;
http://www.shartak.com/profile.cgi?id=1553 Stortebecker is a pirate killer, he has killed an even dozen - including most recently our little 'borntokill'  - and as such I killed him. I know nothing of the badhammer case.- (moved by the captain from the front page to discussion)&lt;br /&gt;
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== Dalpok Raid ==&lt;br /&gt;
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I didn't know if we should keep this tally as part of the crew's history or not. If anyone wanted to see how many each crewmember has killed they could always just look at their profile so it seemed less important. In any case each raid's total will be a permenant part of the main page.&lt;br /&gt;
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Just set this up so we could keep track of how many natives we get on THIS trip to Dalpok. Put your count next to your name. Captain Dan/Surgeon &lt;br /&gt;
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Tyler Whitney: Total is now five with many more bloodied in the night. &lt;br /&gt;
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Johny Bollocks: &lt;br /&gt;
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Rob Cath: 6 &lt;br /&gt;
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Teach: &lt;br /&gt;
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Captain Dan: 7 (10 times dead!!! Coming back to the Strumpet to guard it.) &lt;br /&gt;
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Rob Da Blade: 5 (Not one death so far!) &lt;br /&gt;
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Xintlaer: That'll be 9 mateys... &lt;br /&gt;
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Wifey: &lt;br /&gt;
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Wolverine: 4 (Tis funny how we run so hard into battle after dying) &lt;br /&gt;
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Baron Von Roeboat: &lt;br /&gt;
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badhammer: &lt;br /&gt;
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Pieman: &lt;br /&gt;
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Tycho &amp;quot;Yarr&amp;quot; Everett: 0 (altho one native looked nigh unto fainting in terror when I lay into the trader with my driftwood) &lt;br /&gt;
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Born to Kill: &lt;br /&gt;
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Dr Capitalism: &lt;br /&gt;
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Crimson Jake: &lt;br /&gt;
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Sigfrid: &lt;br /&gt;
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Anne Bonny: 5 &lt;br /&gt;
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Axelius: &lt;br /&gt;
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OpiumJoe: 4 &lt;br /&gt;
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Irene: 1&lt;br /&gt;
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== Before the raid ==&lt;br /&gt;
Be sure to check out the next Pirates of the Carribbean movie. If only to improve your pirate vocabulary, savvy?&lt;br /&gt;
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During the last raid several pirates hid in the high grass west of Dalpok to pounce on the village like lions in the savanna before withdrawing at the end of the day. The benefits of this were that it would take a dedicated tracker to follow the footsteps back to a bloody, sleeping pirate. This of course means one must spend more ap charging into the village and withdrawing each day but it usually means fewer pirate deaths. The Captain only died two or three times during the entire Dalpok raid! &lt;br /&gt;
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It also be the Captain's will that the crew use wandering shamans (shamen?) exclusively during this raid to cut down on time spent running through the jungle.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
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Wondering if you fellows would like to subscribe to this umbrella group? All we live for is organizing raids on Natives and stealing their gold! --[[User:Maestro Raider|Maestro Raider]] 18:20, 6 July 2006 (UTC)&lt;br /&gt;
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Tis not my place to say, but it twould be rude not to respond. I'm sure that the Captain would be pleased to have your group as an alliance or something of the likes. Please wait for the Captain to respond before making any assomtions, but I'm pretty sure he would welcome the friendship. Captain Dan/Surgeon&lt;br /&gt;
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== Congratulations for killing Foo Fighter ==&lt;br /&gt;
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Captain Dan managed to kill me yesterday, after I chopped him down to 30 HP and fell asleep for some reason. When he logged in, he payed me back in the same currency and sent me to the spirits. My congratulations for that one. Maybe the captain may mention as well that he got chopped down short time afterwards by a fellow headhunter, Crotchbat, who had followed my newsgroup warcry.--[[User:Foo Fighter|Foo Fighter]] 16:43, 13 July 2006 (UTC)&lt;br /&gt;
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Its good to see some civilised brutal killers amongsted the natives. My congratulations to Crotchbat. He is a continuing nuisance and a worthy foe, and so is my nest target. I hope to see ye both in Wiksik. And yes I was cut down, but death is nothing to me. I fight for the pure reason to die and come back to fight for the crew. '''Captain Dan/Surgeon''' Let it be known, I am no Captain. I serve Tyler Whitney and the rest of the crew, and do not wish to be Captain.&lt;br /&gt;
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Well, if we want to go into technicalities - I am not the fucking leader of the WickSick Headhunters; we are egalitarian and go to great lengths to avoid leaders. Thank you. --[[User:Foo Fighter|Foo Fighter]] 17:48, 14 July 2006 (UTC)&lt;br /&gt;
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I avoid being called a Captain because I am not and I have no wish to be. And if ye wish to be using language like that, save it for the raid, ye rumless, monkey fucking native. '''Captain Dan/Surgeon'''&lt;br /&gt;
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There is a difference between swearing and calling someone a sodomist, but you don't seem to get it. --[[User:Foo Fighter|Foo Fighter]] 12:18, 15 July 2006 (UTC)&lt;br /&gt;
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I have no idea what sodomist is, but I'll take as an insult. I'll see you in Wiksik. '''Captain Dan/Surgeon'''&lt;br /&gt;
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== Pirate drawing ritual in Wiksik ==&lt;br /&gt;
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That was very cute natives... I am a little disappointed that things seem to have gotten personal between certain members and their native counterparts. We do not hold anything against the natives personally. They are merely our natural prey. After all, what peace can there be between sheep and lions? As for rarely seeing us, well wiksik isn't exactly a thriving metropolis. Hardly anybody seems to be lingering outside and most of the huts are empty. That's not quite the experience we had in Dalpok where there were over a dozen natives lingering at the shaman or around the village at any given time. The goal of Scurvy Crew raids is also not one of occupation, merely murder and plundering. Crewmembers are encouraged to pounce on the natives, then withdraw back into the jungle to spend the rest of the day drinking rum and sharpening their cutlasses. This might explain to the easily confused why there's no permenant Scurvy Crew presence in the village. - [http://www.shartak.com/profile.cgi?id=242 The Captain]&lt;br /&gt;
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A pity you deleted all of the ritual, so the context of your letter will remain unknown. We never expected you to occupy Wiksik. The purpose was to attract and kill more of your kind, since we got a bit bored. And it just worked well, seeing how one of your underlings fell to the machete of Wambayak yesterday and yourself to my machete today. --[[User:Foo Fighter|Foo Fighter]] 09:50, 28 July 2006 (UTC)&lt;br /&gt;
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== The Case of Mr. Badhammer ==&lt;br /&gt;
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Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
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The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
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== MR. BADHAMMER!! ==&lt;br /&gt;
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You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
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It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
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Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
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I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
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OI!!! cap'n can I get m' job back as Quartermaster? i took m' punishment an' i rallied the lot o' th' crew into the pillagin' dogs o' war we be. an my cutlass be loyal t' yer orders. i am more scurvy of a dog than jus' an able bodied sea man, i be a master o' quarters an such. yarrr. i be seein ye' at new toruga mate.--[[User:Badhammer|Badhammer]] 04:45, 30 August 2006 (UTC)&lt;br /&gt;
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Bring the Crew 5 ears of native pirate-killers and you can resume your former duties. Ears in this case being links to their profiles demonstrating they kill pirates and the standard timestamps proving you killed them. There'll be plenty of opportunities for this in Dalpok or anywhere else you wish to go.-[http://www.shartak.com/profile.cgi?id=242 The Captain] &lt;br /&gt;
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== The Yorkman - New Tortuga ==&lt;br /&gt;
&lt;br /&gt;
We're interested in running a story on the current situation regarding New Tortuga in the second issue of the Yorkman (to be published around 1st sept).  If any of you, espcially Captains Whitney or Dan, are willing to answer some questions about the island, your plans for it, and negotiations and relations with the Royal Expedition and the Discordians, please [[Special:Emailuser/The_Yorkman|e-mail]] us in the next few days. -- [[User:The Yorkman|The Yorkman]] 14:28, 26 August 2006 (UTC)&lt;br /&gt;
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== The Jolly Roger Gang's raid on Dalpok ==&lt;br /&gt;
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Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--[[User:Michael edwards|Michael edwards]] 00:17, 31 August 2006 (UTC)&lt;br /&gt;
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== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
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'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
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It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
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As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
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'''Johny Bollocks:'''&lt;br /&gt;
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'''Rob Cath:''' &lt;br /&gt;
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'''Teach:'''&lt;br /&gt;
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'''Captain Dan: 6'''&lt;br /&gt;
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'''Rob Da Blade:''' &lt;br /&gt;
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'''Xintlaer:''' *... eight of them ended up in Davy Jones locker...&lt;br /&gt;
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'''Wifey:'''&lt;br /&gt;
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'''Wolverine:''' &lt;br /&gt;
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'''Baron Von Roeboat:'''&lt;br /&gt;
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'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
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'''Pieman:'''&lt;br /&gt;
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'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
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'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
This count is for Wiksikers ONLY! No other natives count. '''Captain Dan'''&lt;br /&gt;
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'''Dr Capitalism:'''&lt;br /&gt;
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'''Crimson Jake:'''&lt;br /&gt;
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'''Sigfrid:'''&lt;br /&gt;
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'''Anne Bonny:''' &lt;br /&gt;
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'''Axelius:'''&lt;br /&gt;
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'''OpiumJoe:''' 8 pairs of Wiksik ears be hung around me nethers.&lt;br /&gt;
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'''Irene:'''&lt;br /&gt;
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'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
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'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;br /&gt;
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== The Captain comes to... ==&lt;br /&gt;
I apologize for my recent absence, I was distracted by visions of a zombie apocalypse far in the future brought on by a particularly sharp blow to the head from an elephant. Details can be found here: [http://wiki.urbandead.com/index.php/BBB Blackmore Bastard Brigade]. I would ask that all crewmembers immediately report in including their general location (don't be too specific, unfriendly eyes are watching) and important events of the past couple weeks. I'd specifically ask that instances of violence between the Royal Expedition and the Scurvy Crew be reported including which parties initiated hostilities in each instance. If possible I might ask for a blanket pardon for all clans involved so that we can restart things on the right footing. We're all outsiders after all and this whole deal was started with the best intentions.&lt;br /&gt;
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I was going to move the New Tortuga bit beneath the 2nd Dalpok raid bit but the Wicksick raid painting looks so goddamn good at the top of the page...&lt;br /&gt;
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The violence against the Royal's was my doing. Gandhi and LessthenLethal caused me personal offense. I take full responsability for my own and any of the crews actions as I laid down the first stroke. '''Captain Dan'''&lt;br /&gt;
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How exactly did they offend anyway? And you weren't the first, I got pked by an outsider my first visit to the island.&lt;br /&gt;
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They insulted my honour and they probably killed you as I killed 2 of them. '''Captain Dan'''&lt;br /&gt;
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== Ceasefire rejected, eh? ==&lt;br /&gt;
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I can understand why you rejected the ceasefire, Captain. I do, however, request a clarification. In your upcoming raid, am I to understand that you will only be attacking members of the Pirate Hunters and the Order of Patriots?  You will not be attacking members of the Colonial Police or non-aligned Yorkmen?&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10596</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10596"/>
		<updated>2006-10-12T23:35:55Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Re: Treachery in the Scurvy Crew&lt;/p&gt;
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&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
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Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
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Tcho Arr Everett or whatever his name is is with the Royal Expedition. I thought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon''' &lt;br /&gt;
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- Mr. Everett is a member of the crew as there is precedent in other cases of persons who hold dual citizenship with many nations. &lt;br /&gt;
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== Glad to see the Vendetta ==&lt;br /&gt;
Ahoy! Captian glad to see that ya finally attacking those anti-pirate Yorkers. I be having some o my men heading south, Ya can trust them ta help ya out.--[[User:Michael edwards|Michael edwards]] 00:26, 3 October 2006 (UTC)&lt;br /&gt;
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We'll be waiting for you seadogs. Can't wait to kill the Captain for the Third Time. I'm waiting for you Captain Dan. The Headhunters got you this time but you won't escape that easily. As for the JRG, we'll be ready to cut them to pieces just like we did to the MG pirates. See you in York!--[[User:Serious Sam|SeriousSam]]&lt;br /&gt;
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== Treachery in the clan ==&lt;br /&gt;
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Captain Whitney and all other clan members, my name is kjacobso (http://www.shartak.com/profile.cgi?id=4344) and I am a loyal member of the Scurvey Crew. On 08/18/2006 I was ruthlessly attacked and murdered by a fellow crew member, Sigfrid (http://www.shartak.com/profile.cgi?id=1567).  This attack was unprovoked and I ask that appropriate action be taken.  Here is an ingame-shot (http://pichostwizard.com/show.php?id=257244).  Thank you.&lt;br /&gt;
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Yarr, I been paid by [[User:Gandhi|Gandhi]] of the [[Royal Expedition]] to aid in destabilizing ye crew. The leader of the mutiny be Johnny Bullocks. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 18:28, 4 October 2006 (UTC)&lt;br /&gt;
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I can assure you the Royal Expedition had no such intentions, and I nor any other member of the RE ever paid B4ll54ck_kill3r to destabilize your Crew.  B4ll54ck_kill3r has defaced the Royal Expedition wiki multiple times and has spread lies and rumors about RE members.  I speak for the Royal Expedition when I say B4ll54ck_kill3r is a menace and has not a single metric unit of truth or honor in his bones.  We are currently trying to ban him from the wiki to prevent lies about other clans from being spread and causing more damage.  [[User:Gandhi|Gandhi]] 21:03, 5 October 2006 (UTC)&lt;br /&gt;
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[[User:Gandhi|Gandhi]] be the very man who paid me to do 'uch deeds! He put a 50 coin 'ounty on me 'ead. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 15:49, 8 October 2006 (UTC)&lt;br /&gt;
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Any mutineers will have to go through me and half the crew to reach the Cap'n. And Gandhi, if I find anything different from what you say, you will see me after the raid. '''Captain Dan'''&lt;br /&gt;
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I assure you Captain, I have never paid nor will ever pay B4ll54ck kill3r to harm a pirate, native, outsider, or anything for that matter.  Why would I pay him to kill either you or any other crew member when I can do so completely under my own ability?!  I would be deeply offended if you took B4ll54ck kill3r's word over mine, especially given the current peace between the Scurvy Crew and the Royal Expedition. [[User:Gandhi|Gandhi]] 17:51, 10 October 2006 (UTC)&lt;br /&gt;
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And who are we to believe Gandhi? You or one of our own? Would you believe me other one such as LessThenLethal or another of your brothers? And does it not say in your Wiki profile that you specalize in Espionage? That, if I am not mistaken, is the act of spying, spreading disorder and '''destabilizing''' the enemy? Quite honestly, I don't believe you, and I don't want to either. I value pirates over outsiders, especialy Yorkmen, who are known for their prejudice against our kind. So, in short, why in all of the rumless hell should we believe you or your group? '''Captain Dan'''&lt;br /&gt;
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Oh, and you mentioned it being in your ability to slay me? I seriously doupt that any Yorkman will ever outskill a Man of the Strumpet and certainly will never outfight me and escape with his life. And, ''speaking for myself and not the Crew'', I don't trust you at all. '''Captain Dan'''&lt;br /&gt;
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Captain, I can assure you that the Royal Expedition has no need or desire to engage in such underhanded activity against your clan.  --[[User:Gitboy|Less Than Lethal]] 20:59, 12 October 2006 (UTC)&lt;br /&gt;
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One of your own kind?  If you check the history of your own wiki, you will learn that B4ll54ck kill3r was once a member of the Scurvy Crew, then suddenly left the clan to join the Jolly Roger Gang, and then left that clan to remain independent.  I wonder how you can call this man &amp;quot;one of your own.&amp;quot;  And as to me being able to kill you Captain Dan, I am referring to the discourse we had on the Western Isle during the conflict between our clans.  I killed you once, but only while the conflict was escalating.  Once you returned to the Isle, I had the opportunity to take you and Tyler Whitney out with my sword, but instead used diplomacy.  Our clans found common ground in securing the Western Isle as a safe haven to all citizens of Shartak.  Do our peaceful efforts mean nothing to you?  I have no desire to harm the Scurvy Crew or any of its member.  If you cannot see that, I consider all of the constructive work to make the Western Isle a peaceful haven for all nothing but a waste of time.  Please realize what you are suggesting, and that B4ll54ck kill3r is merely a lying nuisance that should be banned from the wiki and Shartak. [[User:Gandhi|Gandhi]] 23:35, 12 October 2006 (UTC)&lt;br /&gt;
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== Intelligence ==&lt;br /&gt;
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Captain Dan here. I decided that we ought to have some way to keep up on the other groups so we can neutralize threat, keep alliances going and the such that the Captain could look at quickly and help decide what to do next. Just add your bit of info.&lt;br /&gt;
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*A new group called the &amp;quot;Pirate Hunters&amp;quot;. Small and new, no need to worry, but maybe we should deal with it before it becomes a problem. I can't locate it though, maybe we could hire the mercenart Guild... '''Captain Dan'''&lt;br /&gt;
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As has already been elaborated on, the Captain has invoked the right of Parley with one anti-pirate group (although they have yet to respond). There is the possibility that New Tortuga may become a pan-Shartak summit of interested Pirate and Outsider groups who wish to determine each others' exact allegiances and spheres of influence. More on this possibility to come... &lt;br /&gt;
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== The Route to Raktam ==&lt;br /&gt;
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Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
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== Impersonation of the Captain ==&lt;br /&gt;
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Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
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&amp;quot;Tyler Whitey&amp;quot; merely be ICDIF with lifts to make him appear taller and more threatening and, hrm... &amp;quot;Stuffing&amp;quot; to disguise his other obvious inadequacies.&lt;br /&gt;
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== The Battle of Dalpok ==&lt;br /&gt;
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Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
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Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;br /&gt;
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Secured a hut to the very South West. Moving to take control of their armoury. '''Captain Dan/Surgeon'''&lt;br /&gt;
:Bugger. I took one out then got hit. Will be at the hut soonish I hope. -'''Wolverine'''&lt;br /&gt;
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Armoury secured. Need more men. Whos supposed to be leading the raid? '''Captain Dan/Surgeon'''&lt;br /&gt;
:Yarr, Cap'n, I've come to bolster your security. All priates heading to Dalpok, get to the South West most hut. Tis offering good protection. Do we have a forum for this sort of thing? -'''Wolverine'''&lt;br /&gt;
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Blow me away, I be not a good geography plotter! The hut we are all in is somewhere along the western side. The armourie is captured, but can't be defended. I NEED MORE MEN TO HELP ME!!! As this is also to get our name recognised, I've been writing on all the Empty Huts &amp;quot;Hut has been taken by the Men of the Strumpet!&amp;quot; (Do pirates have medals? 'Cause I damn well diserve one!!!) '''Captain Dan/Surgeon'''&lt;br /&gt;
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To anyone in Dalpok, aim for the Shaman!!! '''Captain Dan/Surgeon'''&lt;br /&gt;
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WHICH GOD FORSHAKEN BASTARD CARVED THIS INTO THE GROUND BY ME?!!! &amp;quot;This is where Captain Dan lost his anal virginity.&amp;quot; I CHALLENGE WHOEVER IT WAS TO SINGLE COMBAT AFTER THE BATTLE OF DALPOK! '''Captain Dan/Surgeon'''&lt;br /&gt;
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Excellent work on the raid! The Captain would will that it continue, except that since there's no way to really occupy a village due to the presence of the shamen. There's also been a flood of new crew members (at the rate of 1-2 a day) since the clans feature was upgraded. To encourage further additions to the ranks, and so the Natives in Wicksick and Raktam don't start thinking that the Scurvy Crew is a &amp;quot;Dalpok problem&amp;quot; we're going to take advantage of our new numbers and start attacking other villages. Two weeks is long enough for a raid anyhow. The Captain is open to suggestions as to which should be our next target. Something with an established group of defenders (like the Wicksick Headhunters or Raktamites) would seem most likely.- Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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A possibility that has been brought up by members of the crew who shall remain nameless is that the Scurvey Crew's next raid should be an outsider village. Why? Because we're pirates. Yar... This would have a large effect on the crew and relations between pirates and outsiders as a whole. Many crew members who have only recently signed up might be less willing to attack their outsider cousins than the stinking natives. Attacking York or Deby would also make it more difficult for any pirate to travel or trade there. The Captain wills that the matter be opened to debate within the crew. &lt;br /&gt;
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It has also been suggested that we start charging protection money from villages we don't raid, or that we continue raiding them until we are paid. The Captain has already grown quite fond of this idea, but would like to hear from the rest of the crew. There are other matters to consider, such as (most importantly) how much do we charge? Which representatives will pay us and who will collect the loot? In true pirate fashion the Captain would collect and distribute whatever booty collected, but how would we decide on each pirate's share? Discuss... -Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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:Perhaps in true pirate fashion, the Captain could divvy out an arbitrary amount in advance to each pirate, or pay each pirate for their service upon the initiation of village-pillaging activities. After that, pillaging would continue until locals have given the Captain enough gold to persuade him to call off the raid. So if one local wanted to cover for all the rest, they could pay a full amount. If no local wanted to pay, the raid would continue until the Captain got bored. A friendly pirate crew might give advance warning, e.g., &amp;quot;we're going to raid York next Friday, and kill everyone in the Colonial Police, unless the Captain receives 45 gc by Thursday midnight...&amp;quot; --[[User:Tycho44|Tycho44]] 07:53, 15 June 2006 (BST)&lt;br /&gt;
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I have asked this on the page, but do I count as a senior member? I believe that I fought harder then most in Dalpok, only being beaten by the Captain and equaled with Wolverine. I would not fail you, and would not require any reward for my service. I am a Surgeon, I know, but... you decide Captain...&lt;br /&gt;
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I belive it is wrong to upset the Pirate/Outsider balance. It would be stupid and unnescary to annoy such powerful adversarys. Natives r one thing, but outsiders... It would be silly.&lt;br /&gt;
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'''Captain Dan/ Surgeon'''&lt;br /&gt;
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== Pirate on Pirate crime Policy ==&lt;br /&gt;
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Garr, does the captain have a policy regarding fellow pirates who slaughter our crew? --b4ll54ck kill3r&lt;br /&gt;
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Why do you ask? '''Captain Dan/Surgeon'''&lt;br /&gt;
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I was killed by ICDFIFiringSquad, a fellow pirate. '''b4ll54ck kill3r'''&lt;br /&gt;
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The mangy dog be back? I fought I took all the fight out of him when I ripped his balls off in our previous encounter. Just ignore em, and kill em if yee can! '''Captain Dan/Surgeon'''&lt;br /&gt;
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I'd normally say Pirate v. Pirate brawling is between the two pirates but ye have liberty to murder Firingsquad if ye wish it. -The Captain.&lt;br /&gt;
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== A Bounty on my Head? ==&lt;br /&gt;
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I had just reached York, and some guy called oden147(not sure if the number is right) attacked me saying there me a bounty on my here head. Any one got any imfomation on this? '''Captain Dan/Surgeon'''&lt;br /&gt;
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:See [[Order of Patriots#Bounties]]. According to [[Talk:Order_of_Patriots|the talk page]], [http://www.shartak.com/profile.cgi?id=1467 oden184] claimed your kill and was paid for it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:37, 27 June 2006 (UTC)&lt;br /&gt;
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== additon by Anne Bonney == not knowing how else to communicate what has occurred  see&lt;br /&gt;
http://www.shartak.com/profile.cgi?id=1553 Stortebecker is a pirate killer, he has killed an even dozen - including most recently our little 'borntokill'  - and as such I killed him. I know nothing of the badhammer case.- (moved by the captain from the front page to discussion)&lt;br /&gt;
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== Dalpok Raid ==&lt;br /&gt;
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I didn't know if we should keep this tally as part of the crew's history or not. If anyone wanted to see how many each crewmember has killed they could always just look at their profile so it seemed less important. In any case each raid's total will be a permenant part of the main page.&lt;br /&gt;
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Just set this up so we could keep track of how many natives we get on THIS trip to Dalpok. Put your count next to your name. Captain Dan/Surgeon &lt;br /&gt;
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Tyler Whitney: Total is now five with many more bloodied in the night. &lt;br /&gt;
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Johny Bollocks: &lt;br /&gt;
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Rob Cath: 6 &lt;br /&gt;
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Teach: &lt;br /&gt;
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Captain Dan: 7 (10 times dead!!! Coming back to the Strumpet to guard it.) &lt;br /&gt;
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Rob Da Blade: 5 (Not one death so far!) &lt;br /&gt;
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Xintlaer: That'll be 9 mateys... &lt;br /&gt;
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Wifey: &lt;br /&gt;
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Wolverine: 4 (Tis funny how we run so hard into battle after dying) &lt;br /&gt;
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Baron Von Roeboat: &lt;br /&gt;
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badhammer: &lt;br /&gt;
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Pieman: &lt;br /&gt;
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Tycho &amp;quot;Yarr&amp;quot; Everett: 0 (altho one native looked nigh unto fainting in terror when I lay into the trader with my driftwood) &lt;br /&gt;
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Born to Kill: &lt;br /&gt;
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Dr Capitalism: &lt;br /&gt;
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Crimson Jake: &lt;br /&gt;
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Sigfrid: &lt;br /&gt;
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Anne Bonny: 5 &lt;br /&gt;
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Axelius: &lt;br /&gt;
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OpiumJoe: 4 &lt;br /&gt;
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Irene: 1&lt;br /&gt;
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== Before the raid ==&lt;br /&gt;
Be sure to check out the next Pirates of the Carribbean movie. If only to improve your pirate vocabulary, savvy?&lt;br /&gt;
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During the last raid several pirates hid in the high grass west of Dalpok to pounce on the village like lions in the savanna before withdrawing at the end of the day. The benefits of this were that it would take a dedicated tracker to follow the footsteps back to a bloody, sleeping pirate. This of course means one must spend more ap charging into the village and withdrawing each day but it usually means fewer pirate deaths. The Captain only died two or three times during the entire Dalpok raid! &lt;br /&gt;
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It also be the Captain's will that the crew use wandering shamans (shamen?) exclusively during this raid to cut down on time spent running through the jungle.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
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Wondering if you fellows would like to subscribe to this umbrella group? All we live for is organizing raids on Natives and stealing their gold! --[[User:Maestro Raider|Maestro Raider]] 18:20, 6 July 2006 (UTC)&lt;br /&gt;
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Tis not my place to say, but it twould be rude not to respond. I'm sure that the Captain would be pleased to have your group as an alliance or something of the likes. Please wait for the Captain to respond before making any assomtions, but I'm pretty sure he would welcome the friendship. Captain Dan/Surgeon&lt;br /&gt;
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== Congratulations for killing Foo Fighter ==&lt;br /&gt;
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Captain Dan managed to kill me yesterday, after I chopped him down to 30 HP and fell asleep for some reason. When he logged in, he payed me back in the same currency and sent me to the spirits. My congratulations for that one. Maybe the captain may mention as well that he got chopped down short time afterwards by a fellow headhunter, Crotchbat, who had followed my newsgroup warcry.--[[User:Foo Fighter|Foo Fighter]] 16:43, 13 July 2006 (UTC)&lt;br /&gt;
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Its good to see some civilised brutal killers amongsted the natives. My congratulations to Crotchbat. He is a continuing nuisance and a worthy foe, and so is my nest target. I hope to see ye both in Wiksik. And yes I was cut down, but death is nothing to me. I fight for the pure reason to die and come back to fight for the crew. '''Captain Dan/Surgeon''' Let it be known, I am no Captain. I serve Tyler Whitney and the rest of the crew, and do not wish to be Captain.&lt;br /&gt;
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Well, if we want to go into technicalities - I am not the fucking leader of the WickSick Headhunters; we are egalitarian and go to great lengths to avoid leaders. Thank you. --[[User:Foo Fighter|Foo Fighter]] 17:48, 14 July 2006 (UTC)&lt;br /&gt;
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I avoid being called a Captain because I am not and I have no wish to be. And if ye wish to be using language like that, save it for the raid, ye rumless, monkey fucking native. '''Captain Dan/Surgeon'''&lt;br /&gt;
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There is a difference between swearing and calling someone a sodomist, but you don't seem to get it. --[[User:Foo Fighter|Foo Fighter]] 12:18, 15 July 2006 (UTC)&lt;br /&gt;
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I have no idea what sodomist is, but I'll take as an insult. I'll see you in Wiksik. '''Captain Dan/Surgeon'''&lt;br /&gt;
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== Pirate drawing ritual in Wiksik ==&lt;br /&gt;
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That was very cute natives... I am a little disappointed that things seem to have gotten personal between certain members and their native counterparts. We do not hold anything against the natives personally. They are merely our natural prey. After all, what peace can there be between sheep and lions? As for rarely seeing us, well wiksik isn't exactly a thriving metropolis. Hardly anybody seems to be lingering outside and most of the huts are empty. That's not quite the experience we had in Dalpok where there were over a dozen natives lingering at the shaman or around the village at any given time. The goal of Scurvy Crew raids is also not one of occupation, merely murder and plundering. Crewmembers are encouraged to pounce on the natives, then withdraw back into the jungle to spend the rest of the day drinking rum and sharpening their cutlasses. This might explain to the easily confused why there's no permenant Scurvy Crew presence in the village. - [http://www.shartak.com/profile.cgi?id=242 The Captain]&lt;br /&gt;
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A pity you deleted all of the ritual, so the context of your letter will remain unknown. We never expected you to occupy Wiksik. The purpose was to attract and kill more of your kind, since we got a bit bored. And it just worked well, seeing how one of your underlings fell to the machete of Wambayak yesterday and yourself to my machete today. --[[User:Foo Fighter|Foo Fighter]] 09:50, 28 July 2006 (UTC)&lt;br /&gt;
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== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
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== The Yorkman - New Tortuga ==&lt;br /&gt;
&lt;br /&gt;
We're interested in running a story on the current situation regarding New Tortuga in the second issue of the Yorkman (to be published around 1st sept).  If any of you, espcially Captains Whitney or Dan, are willing to answer some questions about the island, your plans for it, and negotiations and relations with the Royal Expedition and the Discordians, please [[Special:Emailuser/The_Yorkman|e-mail]] us in the next few days. -- [[User:The Yorkman|The Yorkman]] 14:28, 26 August 2006 (UTC)&lt;br /&gt;
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== The Jolly Roger Gang's raid on Dalpok ==&lt;br /&gt;
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Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--[[User:Michael edwards|Michael edwards]] 00:17, 31 August 2006 (UTC)&lt;br /&gt;
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== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
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'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
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It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
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As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
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'''Johny Bollocks:'''&lt;br /&gt;
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'''Rob Cath:''' &lt;br /&gt;
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'''Teach:'''&lt;br /&gt;
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'''Captain Dan: 6'''&lt;br /&gt;
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'''Rob Da Blade:''' &lt;br /&gt;
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'''Xintlaer:''' *... eight of them ended up in Davy Jones locker...&lt;br /&gt;
 &lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
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'''Wolverine:''' &lt;br /&gt;
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'''Baron Von Roeboat:'''&lt;br /&gt;
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'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
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'''Pieman:'''&lt;br /&gt;
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'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
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'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
This count is for Wiksikers ONLY! No other natives count. '''Captain Dan'''&lt;br /&gt;
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'''Dr Capitalism:'''&lt;br /&gt;
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'''Crimson Jake:'''&lt;br /&gt;
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'''Sigfrid:'''&lt;br /&gt;
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'''Anne Bonny:''' &lt;br /&gt;
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'''Axelius:'''&lt;br /&gt;
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'''OpiumJoe:''' 8 pairs of Wiksik ears be hung around me nethers.&lt;br /&gt;
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'''Irene:'''&lt;br /&gt;
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'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
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'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;br /&gt;
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== The Captain comes to... ==&lt;br /&gt;
I apologize for my recent absence, I was distracted by visions of a zombie apocalypse far in the future brought on by a particularly sharp blow to the head from an elephant. Details can be found here: [http://wiki.urbandead.com/index.php/BBB Blackmore Bastard Brigade]. I would ask that all crewmembers immediately report in including their general location (don't be too specific, unfriendly eyes are watching) and important events of the past couple weeks. I'd specifically ask that instances of violence between the Royal Expedition and the Scurvy Crew be reported including which parties initiated hostilities in each instance. If possible I might ask for a blanket pardon for all clans involved so that we can restart things on the right footing. We're all outsiders after all and this whole deal was started with the best intentions.&lt;br /&gt;
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I was going to move the New Tortuga bit beneath the 2nd Dalpok raid bit but the Wicksick raid painting looks so goddamn good at the top of the page...&lt;br /&gt;
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The violence against the Royal's was my doing. Gandhi and LessthenLethal caused me personal offense. I take full responsability for my own and any of the crews actions as I laid down the first stroke. '''Captain Dan'''&lt;br /&gt;
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How exactly did they offend anyway? And you weren't the first, I got pked by an outsider my first visit to the island.&lt;br /&gt;
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They insulted my honour and they probably killed you as I killed 2 of them. '''Captain Dan'''&lt;br /&gt;
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== Ceasefire rejected, eh? ==&lt;br /&gt;
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I can understand why you rejected the ceasefire, Captain. I do, however, request a clarification. In your upcoming raid, am I to understand that you will only be attacking members of the Pirate Hunters and the Order of Patriots?  You will not be attacking members of the Colonial Police or non-aligned Yorkmen?&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10574</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10574"/>
		<updated>2006-10-10T17:51:40Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Response&lt;/p&gt;
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&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
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Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
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Tcho Arr Everett or whatever his name is is with the Royal Expedition. I thought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon''' &lt;br /&gt;
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- Mr. Everett is a member of the crew as there is precedent in other cases of persons who hold dual citizenship with many nations. &lt;br /&gt;
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== Glad to see the Vendetta ==&lt;br /&gt;
Ahoy! Captian glad to see that ya finally attacking those anti-pirate Yorkers. I be having some o my men heading south, Ya can trust them ta help ya out.--[[User:Michael edwards|Michael edwards]] 00:26, 3 October 2006 (UTC)&lt;br /&gt;
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== Treachery in the clan ==&lt;br /&gt;
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Captain Whitney and all other clan members, my name is kjacobso (http://www.shartak.com/profile.cgi?id=4344) and I am a loyal member of the Scurvey Crew. On 08/18/2006 I was ruthlessly attacked and murdered by a fellow crew member, Sigfrid (http://www.shartak.com/profile.cgi?id=1567).  This attack was unprovoked and I ask that appropriate action be taken.  Here is an ingame-shot (http://pichostwizard.com/show.php?id=257244).  Thank you.&lt;br /&gt;
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Yarr, I been paid by [[User:Gandhi|Gandhi]] of the [[Royal Expedition]] to aid in destabilizing ye crew. The leader of the mutiny be Johnny Bullocks. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 18:28, 4 October 2006 (UTC)&lt;br /&gt;
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I can assure you the Royal Expedition had no such intentions, and I nor any other member of the RE ever paid B4ll54ck_kill3r to destabilize your Crew.  B4ll54ck_kill3r has defaced the Royal Expedition wiki multiple times and has spread lies and rumors about RE members.  I speak for the Royal Expedition when I say B4ll54ck_kill3r is a menace and has not a single metric unit of truth or honor in his bones.  We are currently trying to ban him from the wiki to prevent lies about other clans from being spread and causing more damage.  [[User:Gandhi|Gandhi]] 21:03, 5 October 2006 (UTC)&lt;br /&gt;
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[[User:Gandhi|Gandhi]] be the very man who paid me to do 'uch deeds! He put a 50 coin 'ounty on me 'ead. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 15:49, 8 October 2006 (UTC)&lt;br /&gt;
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Any mutineers will have to go through me and half the crew to reach the Cap'n. And Gandhi, if I find anything different from what you say, you will see me after the raid. '''Captin Dan'''&lt;br /&gt;
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I assure you Captain, I have never paid nor will ever pay B4ll54ck kill3r to harm a pirate, native, outsider, or anything for that matter.  Why would I pay him to kill either you or any other crew member when I can do so completely under my own ability?!  I would be deeply offended if you took B4ll54ck kill3r's word over mine, especially given the current peace between the Scurvy Crew and the Royal Expedition. [[User:Gandhi|Gandhi]] 17:51, 10 October 2006 (UTC)&lt;br /&gt;
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== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Captain Dan here. I decided that we ought to have some way to keep up on the other groups so we can neutralize threat, keep alliances going and the such that the Captain could look at quickly and help decide what to do next. Just add your bit of info.&lt;br /&gt;
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*A new group called the &amp;quot;Pirate Hunters&amp;quot;. Small and new, no need to worry, but maybe we should deal with it before it becomes a problem. I can't locate it though, maybe we could hire the mercenart Guild... '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
As has already been elaborated on, the Captain has invoked the right of Parley with one anti-pirate group (although they have yet to respond). There is the possibility that New Tortuga may become a pan-Shartak summit of interested Pirate and Outsider groups who wish to determine each others' exact allegiances and spheres of influence. More on this possibility to come... &lt;br /&gt;
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&lt;br /&gt;
== The Route to Raktam ==&lt;br /&gt;
&lt;br /&gt;
Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
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== Impersonation of the Captain ==&lt;br /&gt;
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Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
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&amp;quot;Tyler Whitey&amp;quot; merely be ICDIF with lifts to make him appear taller and more threatening and, hrm... &amp;quot;Stuffing&amp;quot; to disguise his other obvious inadequacies.&lt;br /&gt;
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== The Battle of Dalpok ==&lt;br /&gt;
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Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
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Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;br /&gt;
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Secured a hut to the very South West. Moving to take control of their armoury. '''Captain Dan/Surgeon'''&lt;br /&gt;
:Bugger. I took one out then got hit. Will be at the hut soonish I hope. -'''Wolverine'''&lt;br /&gt;
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Armoury secured. Need more men. Whos supposed to be leading the raid? '''Captain Dan/Surgeon'''&lt;br /&gt;
:Yarr, Cap'n, I've come to bolster your security. All priates heading to Dalpok, get to the South West most hut. Tis offering good protection. Do we have a forum for this sort of thing? -'''Wolverine'''&lt;br /&gt;
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Blow me away, I be not a good geography plotter! The hut we are all in is somewhere along the western side. The armourie is captured, but can't be defended. I NEED MORE MEN TO HELP ME!!! As this is also to get our name recognised, I've been writing on all the Empty Huts &amp;quot;Hut has been taken by the Men of the Strumpet!&amp;quot; (Do pirates have medals? 'Cause I damn well diserve one!!!) '''Captain Dan/Surgeon'''&lt;br /&gt;
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To anyone in Dalpok, aim for the Shaman!!! '''Captain Dan/Surgeon'''&lt;br /&gt;
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WHICH GOD FORSHAKEN BASTARD CARVED THIS INTO THE GROUND BY ME?!!! &amp;quot;This is where Captain Dan lost his anal virginity.&amp;quot; I CHALLENGE WHOEVER IT WAS TO SINGLE COMBAT AFTER THE BATTLE OF DALPOK! '''Captain Dan/Surgeon'''&lt;br /&gt;
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Excellent work on the raid! The Captain would will that it continue, except that since there's no way to really occupy a village due to the presence of the shamen. There's also been a flood of new crew members (at the rate of 1-2 a day) since the clans feature was upgraded. To encourage further additions to the ranks, and so the Natives in Wicksick and Raktam don't start thinking that the Scurvy Crew is a &amp;quot;Dalpok problem&amp;quot; we're going to take advantage of our new numbers and start attacking other villages. Two weeks is long enough for a raid anyhow. The Captain is open to suggestions as to which should be our next target. Something with an established group of defenders (like the Wicksick Headhunters or Raktamites) would seem most likely.- Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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A possibility that has been brought up by members of the crew who shall remain nameless is that the Scurvey Crew's next raid should be an outsider village. Why? Because we're pirates. Yar... This would have a large effect on the crew and relations between pirates and outsiders as a whole. Many crew members who have only recently signed up might be less willing to attack their outsider cousins than the stinking natives. Attacking York or Deby would also make it more difficult for any pirate to travel or trade there. The Captain wills that the matter be opened to debate within the crew. &lt;br /&gt;
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It has also been suggested that we start charging protection money from villages we don't raid, or that we continue raiding them until we are paid. The Captain has already grown quite fond of this idea, but would like to hear from the rest of the crew. There are other matters to consider, such as (most importantly) how much do we charge? Which representatives will pay us and who will collect the loot? In true pirate fashion the Captain would collect and distribute whatever booty collected, but how would we decide on each pirate's share? Discuss... -Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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:Perhaps in true pirate fashion, the Captain could divvy out an arbitrary amount in advance to each pirate, or pay each pirate for their service upon the initiation of village-pillaging activities. After that, pillaging would continue until locals have given the Captain enough gold to persuade him to call off the raid. So if one local wanted to cover for all the rest, they could pay a full amount. If no local wanted to pay, the raid would continue until the Captain got bored. A friendly pirate crew might give advance warning, e.g., &amp;quot;we're going to raid York next Friday, and kill everyone in the Colonial Police, unless the Captain receives 45 gc by Thursday midnight...&amp;quot; --[[User:Tycho44|Tycho44]] 07:53, 15 June 2006 (BST)&lt;br /&gt;
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I have asked this on the page, but do I count as a senior member? I believe that I fought harder then most in Dalpok, only being beaten by the Captain and equaled with Wolverine. I would not fail you, and would not require any reward for my service. I am a Surgeon, I know, but... you decide Captain...&lt;br /&gt;
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I belive it is wrong to upset the Pirate/Outsider balance. It would be stupid and unnescary to annoy such powerful adversarys. Natives r one thing, but outsiders... It would be silly.&lt;br /&gt;
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'''Captain Dan/ Surgeon'''&lt;br /&gt;
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== Pirate on Pirate crime Policy ==&lt;br /&gt;
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Garr, does the captain have a policy regarding fellow pirates who slaughter our crew? --b4ll54ck kill3r&lt;br /&gt;
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Why do you ask? '''Captain Dan/Surgeon'''&lt;br /&gt;
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I was killed by ICDFIFiringSquad, a fellow pirate. '''b4ll54ck kill3r'''&lt;br /&gt;
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The mangy dog be back? I fought I took all the fight out of him when I ripped his balls off in our previous encounter. Just ignore em, and kill em if yee can! '''Captain Dan/Surgeon'''&lt;br /&gt;
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I'd normally say Pirate v. Pirate brawling is between the two pirates but ye have liberty to murder Firingsquad if ye wish it. -The Captain.&lt;br /&gt;
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== A Bounty on my Head? ==&lt;br /&gt;
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I had just reached York, and some guy called oden147(not sure if the number is right) attacked me saying there me a bounty on my here head. Any one got any imfomation on this? '''Captain Dan/Surgeon'''&lt;br /&gt;
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:See [[Order of Patriots#Bounties]]. According to [[Talk:Order_of_Patriots|the talk page]], [http://www.shartak.com/profile.cgi?id=1467 oden184] claimed your kill and was paid for it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:37, 27 June 2006 (UTC)&lt;br /&gt;
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== additon by Anne Bonney == not knowing how else to communicate what has occurred  see&lt;br /&gt;
http://www.shartak.com/profile.cgi?id=1553 Stortebecker is a pirate killer, he has killed an even dozen - including most recently our little 'borntokill'  - and as such I killed him. I know nothing of the badhammer case.- (moved by the captain from the front page to discussion)&lt;br /&gt;
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== Dalpok Raid ==&lt;br /&gt;
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I didn't know if we should keep this tally as part of the crew's history or not. If anyone wanted to see how many each crewmember has killed they could always just look at their profile so it seemed less important. In any case each raid's total will be a permenant part of the main page.&lt;br /&gt;
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Just set this up so we could keep track of how many natives we get on THIS trip to Dalpok. Put your count next to your name. Captain Dan/Surgeon &lt;br /&gt;
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Tyler Whitney: Total is now five with many more bloodied in the night. &lt;br /&gt;
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Johny Bollocks: &lt;br /&gt;
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Rob Cath: 6 &lt;br /&gt;
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Teach: &lt;br /&gt;
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Captain Dan: 7 (10 times dead!!! Coming back to the Strumpet to guard it.) &lt;br /&gt;
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Rob Da Blade: 5 (Not one death so far!) &lt;br /&gt;
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Xintlaer: That'll be 9 mateys... &lt;br /&gt;
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Wifey: &lt;br /&gt;
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Wolverine: 4 (Tis funny how we run so hard into battle after dying) &lt;br /&gt;
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Baron Von Roeboat: &lt;br /&gt;
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badhammer: &lt;br /&gt;
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Pieman: &lt;br /&gt;
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Tycho &amp;quot;Yarr&amp;quot; Everett: 0 (altho one native looked nigh unto fainting in terror when I lay into the trader with my driftwood) &lt;br /&gt;
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Born to Kill: &lt;br /&gt;
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Dr Capitalism: &lt;br /&gt;
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Crimson Jake: &lt;br /&gt;
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Sigfrid: &lt;br /&gt;
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Anne Bonny: 5 &lt;br /&gt;
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Axelius: &lt;br /&gt;
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OpiumJoe: 4 &lt;br /&gt;
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Irene: 1&lt;br /&gt;
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== Before the raid ==&lt;br /&gt;
Be sure to check out the next Pirates of the Carribbean movie. If only to improve your pirate vocabulary, savvy?&lt;br /&gt;
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During the last raid several pirates hid in the high grass west of Dalpok to pounce on the village like lions in the savanna before withdrawing at the end of the day. The benefits of this were that it would take a dedicated tracker to follow the footsteps back to a bloody, sleeping pirate. This of course means one must spend more ap charging into the village and withdrawing each day but it usually means fewer pirate deaths. The Captain only died two or three times during the entire Dalpok raid! &lt;br /&gt;
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It also be the Captain's will that the crew use wandering shamans (shamen?) exclusively during this raid to cut down on time spent running through the jungle.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
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Wondering if you fellows would like to subscribe to this umbrella group? All we live for is organizing raids on Natives and stealing their gold! --[[User:Maestro Raider|Maestro Raider]] 18:20, 6 July 2006 (UTC)&lt;br /&gt;
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Tis not my place to say, but it twould be rude not to respond. I'm sure that the Captain would be pleased to have your group as an alliance or something of the likes. Please wait for the Captain to respond before making any assomtions, but I'm pretty sure he would welcome the friendship. Captain Dan/Surgeon&lt;br /&gt;
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== Congratulations for killing Foo Fighter ==&lt;br /&gt;
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Captain Dan managed to kill me yesterday, after I chopped him down to 30 HP and fell asleep for some reason. When he logged in, he payed me back in the same currency and sent me to the spirits. My congratulations for that one. Maybe the captain may mention as well that he got chopped down short time afterwards by a fellow headhunter, Crotchbat, who had followed my newsgroup warcry.--[[User:Foo Fighter|Foo Fighter]] 16:43, 13 July 2006 (UTC)&lt;br /&gt;
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Its good to see some civilised brutal killers amongsted the natives. My congratulations to Crotchbat. He is a continuing nuisance and a worthy foe, and so is my nest target. I hope to see ye both in Wiksik. And yes I was cut down, but death is nothing to me. I fight for the pure reason to die and come back to fight for the crew. '''Captain Dan/Surgeon''' Let it be known, I am no Captain. I serve Tyler Whitney and the rest of the crew, and do not wish to be Captain.&lt;br /&gt;
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Well, if we want to go into technicalities - I am not the fucking leader of the WickSick Headhunters; we are egalitarian and go to great lengths to avoid leaders. Thank you. --[[User:Foo Fighter|Foo Fighter]] 17:48, 14 July 2006 (UTC)&lt;br /&gt;
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I avoid being called a Captain because I am not and I have no wish to be. And if ye wish to be using language like that, save it for the raid, ye rumless, monkey fucking native. '''Captain Dan/Surgeon'''&lt;br /&gt;
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There is a difference between swearing and calling someone a sodomist, but you don't seem to get it. --[[User:Foo Fighter|Foo Fighter]] 12:18, 15 July 2006 (UTC)&lt;br /&gt;
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I have no idea what sodomist is, but I'll take as an insult. I'll see you in Wiksik. '''Captain Dan/Surgeon'''&lt;br /&gt;
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== Pirate drawing ritual in Wiksik ==&lt;br /&gt;
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That was very cute natives... I am a little disappointed that things seem to have gotten personal between certain members and their native counterparts. We do not hold anything against the natives personally. They are merely our natural prey. After all, what peace can there be between sheep and lions? As for rarely seeing us, well wiksik isn't exactly a thriving metropolis. Hardly anybody seems to be lingering outside and most of the huts are empty. That's not quite the experience we had in Dalpok where there were over a dozen natives lingering at the shaman or around the village at any given time. The goal of Scurvy Crew raids is also not one of occupation, merely murder and plundering. Crewmembers are encouraged to pounce on the natives, then withdraw back into the jungle to spend the rest of the day drinking rum and sharpening their cutlasses. This might explain to the easily confused why there's no permenant Scurvy Crew presence in the village. - [http://www.shartak.com/profile.cgi?id=242 The Captain]&lt;br /&gt;
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A pity you deleted all of the ritual, so the context of your letter will remain unknown. We never expected you to occupy Wiksik. The purpose was to attract and kill more of your kind, since we got a bit bored. And it just worked well, seeing how one of your underlings fell to the machete of Wambayak yesterday and yourself to my machete today. --[[User:Foo Fighter|Foo Fighter]] 09:50, 28 July 2006 (UTC)&lt;br /&gt;
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== The Case of Mr. Badhammer ==&lt;br /&gt;
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Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
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The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
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== MR. BADHAMMER!! ==&lt;br /&gt;
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You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
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It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
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Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
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I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
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== The Yorkman - New Tortuga ==&lt;br /&gt;
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We're interested in running a story on the current situation regarding New Tortuga in the second issue of the Yorkman (to be published around 1st sept).  If any of you, espcially Captains Whitney or Dan, are willing to answer some questions about the island, your plans for it, and negotiations and relations with the Royal Expedition and the Discordians, please [[Special:Emailuser/The_Yorkman|e-mail]] us in the next few days. -- [[User:The Yorkman|The Yorkman]] 14:28, 26 August 2006 (UTC)&lt;br /&gt;
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== The Jolly Roger Gang's raid on Dalpok ==&lt;br /&gt;
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Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--[[User:Michael edwards|Michael edwards]] 00:17, 31 August 2006 (UTC)&lt;br /&gt;
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== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
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'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
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It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
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As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
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'''Johny Bollocks:'''&lt;br /&gt;
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'''Rob Cath:''' &lt;br /&gt;
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'''Teach:'''&lt;br /&gt;
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'''Captain Dan: 6'''&lt;br /&gt;
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'''Rob Da Blade:''' &lt;br /&gt;
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'''Xintlaer:''' *... eight of them ended up in Davy Jones locker...&lt;br /&gt;
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'''Wifey:'''&lt;br /&gt;
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'''Wolverine:''' &lt;br /&gt;
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'''Baron Von Roeboat:'''&lt;br /&gt;
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'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
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'''Pieman:'''&lt;br /&gt;
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'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
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'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
This count is for Wiksikers ONLY! No other natives count. '''Captain Dan'''&lt;br /&gt;
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'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' 8 pairs of Wiksik ears be hung around me nethers.&lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
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'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;br /&gt;
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&lt;br /&gt;
== The Captain comes to... ==&lt;br /&gt;
I apologize for my recent absence, I was distracted by visions of a zombie apocalypse far in the future brought on by a particularly sharp blow to the head from an elephant. Details can be found here: [http://wiki.urbandead.com/index.php/BBB Blackmore Bastard Brigade]. I would ask that all crewmembers immediately report in including their general location (don't be too specific, unfriendly eyes are watching) and important events of the past couple weeks. I'd specifically ask that instances of violence between the Royal Expedition and the Scurvy Crew be reported including which parties initiated hostilities in each instance. If possible I might ask for a blanket pardon for all clans involved so that we can restart things on the right footing. We're all outsiders after all and this whole deal was started with the best intentions.&lt;br /&gt;
&lt;br /&gt;
I was going to move the New Tortuga bit beneath the 2nd Dalpok raid bit but the Wicksick raid painting looks so goddamn good at the top of the page...&lt;br /&gt;
&lt;br /&gt;
The violence against the Royal's was my doing. Gandhi and LessthenLethal caused me personal offense. I take full responsability for my own and any of the crews actions as I laid down the first stroke. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
How exactly did they offend anyway? And you weren't the first, I got pked by an outsider my first visit to the island.&lt;br /&gt;
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They insulted my honour and they probably killed you as I killed 2 of them. '''Captain Dan'''&lt;br /&gt;
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== Ceasefire rejected, eh? ==&lt;br /&gt;
&lt;br /&gt;
I can understand why you rejected the ceasefire, Captain. I do, however, request a clarification. In your upcoming raid, am I to understand that you will only be attacking members of the Pirate Hunters and the Order of Patriots?  You will not be attacking members of the Colonial Police or non-aligned Yorkmen?&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10532</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10532"/>
		<updated>2006-10-05T21:03:43Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Re: Royal Expedition and B4ll54ck_kill3r&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
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Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
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Tcho Arr Everett or whatever his name is is with the Royal Expedition. I thought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon''' &lt;br /&gt;
&lt;br /&gt;
- Mr. Everett is a member of the crew as there is precedent in other cases of persons who hold dual citizenship with many nations. &lt;br /&gt;
&lt;br /&gt;
== Glad to see the Vendetta ==&lt;br /&gt;
Ahoy! Captian glad to see that ya finally attacking those anti-pirate Yorkers. I be having some o my men heading south, Ya can trust them ta help ya out.--[[User:Michael edwards|Michael edwards]] 00:26, 3 October 2006 (UTC)&lt;br /&gt;
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== Treachery in the clan ==&lt;br /&gt;
&lt;br /&gt;
Captain Whitney and all other clan members, my name is kjacobso (http://www.shartak.com/profile.cgi?id=4344) and I am a loyal member of the Scurvey Crew. On 08/18/2006 I was ruthlessly attacked and murdered by a fellow crew member, Sigfrid (http://www.shartak.com/profile.cgi?id=1567).  This attack was unprovoked and I ask that appropriate action be taken.  Here is an ingame-shot (http://pichostwizard.com/show.php?id=257244).  Thank you.&lt;br /&gt;
&lt;br /&gt;
Yarr, I been paid by [[Gandhi]] of the [[Royal Expedition]] to aid in destabilizing ye crew. The leader of the mutiny be Johnny Bullocks. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 18:28, 4 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can assure you the Royal Expedition had no such intentions, and I nor any other member of the RE ever paid B4ll54ck_kill3r to destabilize your Crew.  B4ll54ck_kill3r has defaced the Royal Expedition wiki multiple times and has spread lies and rumors about RE members.  I speak for the Royal Expedition when I say B4ll54ck_kill3r is a menace and has not a single metric unit of truth or honor in his bones.  We are currently trying to ban him from the wiki to prevent lies about other clans from being spread and causing more damage.  [[User:Gandhi|Gandhi]] 21:03, 5 October 2006 (UTC)&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Captain Dan here. I decided that we ought to have some way to keep up on the other groups so we can neutralize threat, keep alliances going and the such that the Captain could look at quickly and help decide what to do next. Just add your bit of info.&lt;br /&gt;
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*A new group called the &amp;quot;Pirate Hunters&amp;quot;. Small and new, no need to worry, but maybe we should deal with it before it becomes a problem. I can't locate it though, maybe we could hire the mercenart Guild... '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
As has already been elaborated on, the Captain has invoked the right of Parley with one anti-pirate group (although they have yet to respond). There is the possibility that New Tortuga may become a pan-Shartak summit of interested Pirate and Outsider groups who wish to determine each others' exact allegiances and spheres of influence. More on this possibility to come... &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Route to Raktam ==&lt;br /&gt;
&lt;br /&gt;
Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
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== Impersonation of the Captain ==&lt;br /&gt;
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Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
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&amp;quot;Tyler Whitey&amp;quot; merely be ICDIF with lifts to make him appear taller and more threatening and, hrm... &amp;quot;Stuffing&amp;quot; to disguise his other obvious inadequacies.&lt;br /&gt;
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== The Battle of Dalpok ==&lt;br /&gt;
&lt;br /&gt;
Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
&lt;br /&gt;
Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;br /&gt;
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Secured a hut to the very South West. Moving to take control of their armoury. '''Captain Dan/Surgeon'''&lt;br /&gt;
:Bugger. I took one out then got hit. Will be at the hut soonish I hope. -'''Wolverine'''&lt;br /&gt;
&lt;br /&gt;
Armoury secured. Need more men. Whos supposed to be leading the raid? '''Captain Dan/Surgeon'''&lt;br /&gt;
:Yarr, Cap'n, I've come to bolster your security. All priates heading to Dalpok, get to the South West most hut. Tis offering good protection. Do we have a forum for this sort of thing? -'''Wolverine'''&lt;br /&gt;
&lt;br /&gt;
Blow me away, I be not a good geography plotter! The hut we are all in is somewhere along the western side. The armourie is captured, but can't be defended. I NEED MORE MEN TO HELP ME!!! As this is also to get our name recognised, I've been writing on all the Empty Huts &amp;quot;Hut has been taken by the Men of the Strumpet!&amp;quot; (Do pirates have medals? 'Cause I damn well diserve one!!!) '''Captain Dan/Surgeon'''&lt;br /&gt;
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To anyone in Dalpok, aim for the Shaman!!! '''Captain Dan/Surgeon'''&lt;br /&gt;
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WHICH GOD FORSHAKEN BASTARD CARVED THIS INTO THE GROUND BY ME?!!! &amp;quot;This is where Captain Dan lost his anal virginity.&amp;quot; I CHALLENGE WHOEVER IT WAS TO SINGLE COMBAT AFTER THE BATTLE OF DALPOK! '''Captain Dan/Surgeon'''&lt;br /&gt;
&lt;br /&gt;
Excellent work on the raid! The Captain would will that it continue, except that since there's no way to really occupy a village due to the presence of the shamen. There's also been a flood of new crew members (at the rate of 1-2 a day) since the clans feature was upgraded. To encourage further additions to the ranks, and so the Natives in Wicksick and Raktam don't start thinking that the Scurvy Crew is a &amp;quot;Dalpok problem&amp;quot; we're going to take advantage of our new numbers and start attacking other villages. Two weeks is long enough for a raid anyhow. The Captain is open to suggestions as to which should be our next target. Something with an established group of defenders (like the Wicksick Headhunters or Raktamites) would seem most likely.- Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
A possibility that has been brought up by members of the crew who shall remain nameless is that the Scurvey Crew's next raid should be an outsider village. Why? Because we're pirates. Yar... This would have a large effect on the crew and relations between pirates and outsiders as a whole. Many crew members who have only recently signed up might be less willing to attack their outsider cousins than the stinking natives. Attacking York or Deby would also make it more difficult for any pirate to travel or trade there. The Captain wills that the matter be opened to debate within the crew. &lt;br /&gt;
&lt;br /&gt;
It has also been suggested that we start charging protection money from villages we don't raid, or that we continue raiding them until we are paid. The Captain has already grown quite fond of this idea, but would like to hear from the rest of the crew. There are other matters to consider, such as (most importantly) how much do we charge? Which representatives will pay us and who will collect the loot? In true pirate fashion the Captain would collect and distribute whatever booty collected, but how would we decide on each pirate's share? Discuss... -Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
:Perhaps in true pirate fashion, the Captain could divvy out an arbitrary amount in advance to each pirate, or pay each pirate for their service upon the initiation of village-pillaging activities. After that, pillaging would continue until locals have given the Captain enough gold to persuade him to call off the raid. So if one local wanted to cover for all the rest, they could pay a full amount. If no local wanted to pay, the raid would continue until the Captain got bored. A friendly pirate crew might give advance warning, e.g., &amp;quot;we're going to raid York next Friday, and kill everyone in the Colonial Police, unless the Captain receives 45 gc by Thursday midnight...&amp;quot; --[[User:Tycho44|Tycho44]] 07:53, 15 June 2006 (BST)&lt;br /&gt;
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I have asked this on the page, but do I count as a senior member? I believe that I fought harder then most in Dalpok, only being beaten by the Captain and equaled with Wolverine. I would not fail you, and would not require any reward for my service. I am a Surgeon, I know, but... you decide Captain...&lt;br /&gt;
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I belive it is wrong to upset the Pirate/Outsider balance. It would be stupid and unnescary to annoy such powerful adversarys. Natives r one thing, but outsiders... It would be silly.&lt;br /&gt;
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'''Captain Dan/ Surgeon'''&lt;br /&gt;
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== Pirate on Pirate crime Policy ==&lt;br /&gt;
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Garr, does the captain have a policy regarding fellow pirates who slaughter our crew? --b4ll54ck kill3r&lt;br /&gt;
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Why do you ask? '''Captain Dan/Surgeon'''&lt;br /&gt;
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I was killed by ICDFIFiringSquad, a fellow pirate. '''b4ll54ck kill3r'''&lt;br /&gt;
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The mangy dog be back? I fought I took all the fight out of him when I ripped his balls off in our previous encounter. Just ignore em, and kill em if yee can! '''Captain Dan/Surgeon'''&lt;br /&gt;
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I'd normally say Pirate v. Pirate brawling is between the two pirates but ye have liberty to murder Firingsquad if ye wish it. -The Captain.&lt;br /&gt;
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== A Bounty on my Head? ==&lt;br /&gt;
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I had just reached York, and some guy called oden147(not sure if the number is right) attacked me saying there me a bounty on my here head. Any one got any imfomation on this? '''Captain Dan/Surgeon'''&lt;br /&gt;
&lt;br /&gt;
:See [[Order of Patriots#Bounties]]. According to [[Talk:Order_of_Patriots|the talk page]], [http://www.shartak.com/profile.cgi?id=1467 oden184] claimed your kill and was paid for it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:37, 27 June 2006 (UTC)&lt;br /&gt;
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== additon by Anne Bonney == not knowing how else to communicate what has occurred  see&lt;br /&gt;
http://www.shartak.com/profile.cgi?id=1553 Stortebecker is a pirate killer, he has killed an even dozen - including most recently our little 'borntokill'  - and as such I killed him. I know nothing of the badhammer case.- (moved by the captain from the front page to discussion)&lt;br /&gt;
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== Dalpok Raid ==&lt;br /&gt;
&lt;br /&gt;
I didn't know if we should keep this tally as part of the crew's history or not. If anyone wanted to see how many each crewmember has killed they could always just look at their profile so it seemed less important. In any case each raid's total will be a permenant part of the main page.&lt;br /&gt;
&lt;br /&gt;
Just set this up so we could keep track of how many natives we get on THIS trip to Dalpok. Put your count next to your name. Captain Dan/Surgeon &lt;br /&gt;
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Tyler Whitney: Total is now five with many more bloodied in the night. &lt;br /&gt;
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Johny Bollocks: &lt;br /&gt;
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Rob Cath: 6 &lt;br /&gt;
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Teach: &lt;br /&gt;
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Captain Dan: 7 (10 times dead!!! Coming back to the Strumpet to guard it.) &lt;br /&gt;
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Rob Da Blade: 5 (Not one death so far!) &lt;br /&gt;
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Xintlaer: That'll be 9 mateys... &lt;br /&gt;
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Wifey: &lt;br /&gt;
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Wolverine: 4 (Tis funny how we run so hard into battle after dying) &lt;br /&gt;
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Baron Von Roeboat: &lt;br /&gt;
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badhammer: &lt;br /&gt;
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Pieman: &lt;br /&gt;
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Tycho &amp;quot;Yarr&amp;quot; Everett: 0 (altho one native looked nigh unto fainting in terror when I lay into the trader with my driftwood) &lt;br /&gt;
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Born to Kill: &lt;br /&gt;
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Dr Capitalism: &lt;br /&gt;
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Crimson Jake: &lt;br /&gt;
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Sigfrid: &lt;br /&gt;
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Anne Bonny: 5 &lt;br /&gt;
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Axelius: &lt;br /&gt;
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OpiumJoe: 4 &lt;br /&gt;
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Irene: 1&lt;br /&gt;
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== Before the raid ==&lt;br /&gt;
Be sure to check out the next Pirates of the Carribbean movie. If only to improve your pirate vocabulary, savvy?&lt;br /&gt;
&lt;br /&gt;
During the last raid several pirates hid in the high grass west of Dalpok to pounce on the village like lions in the savanna before withdrawing at the end of the day. The benefits of this were that it would take a dedicated tracker to follow the footsteps back to a bloody, sleeping pirate. This of course means one must spend more ap charging into the village and withdrawing each day but it usually means fewer pirate deaths. The Captain only died two or three times during the entire Dalpok raid! &lt;br /&gt;
&lt;br /&gt;
It also be the Captain's will that the crew use wandering shamans (shamen?) exclusively during this raid to cut down on time spent running through the jungle.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
&lt;br /&gt;
Wondering if you fellows would like to subscribe to this umbrella group? All we live for is organizing raids on Natives and stealing their gold! --[[User:Maestro Raider|Maestro Raider]] 18:20, 6 July 2006 (UTC)&lt;br /&gt;
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Tis not my place to say, but it twould be rude not to respond. I'm sure that the Captain would be pleased to have your group as an alliance or something of the likes. Please wait for the Captain to respond before making any assomtions, but I'm pretty sure he would welcome the friendship. Captain Dan/Surgeon&lt;br /&gt;
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== Congratulations for killing Foo Fighter ==&lt;br /&gt;
&lt;br /&gt;
Captain Dan managed to kill me yesterday, after I chopped him down to 30 HP and fell asleep for some reason. When he logged in, he payed me back in the same currency and sent me to the spirits. My congratulations for that one. Maybe the captain may mention as well that he got chopped down short time afterwards by a fellow headhunter, Crotchbat, who had followed my newsgroup warcry.--[[User:Foo Fighter|Foo Fighter]] 16:43, 13 July 2006 (UTC)&lt;br /&gt;
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Its good to see some civilised brutal killers amongsted the natives. My congratulations to Crotchbat. He is a continuing nuisance and a worthy foe, and so is my nest target. I hope to see ye both in Wiksik. And yes I was cut down, but death is nothing to me. I fight for the pure reason to die and come back to fight for the crew. '''Captain Dan/Surgeon''' Let it be known, I am no Captain. I serve Tyler Whitney and the rest of the crew, and do not wish to be Captain.&lt;br /&gt;
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Well, if we want to go into technicalities - I am not the fucking leader of the WickSick Headhunters; we are egalitarian and go to great lengths to avoid leaders. Thank you. --[[User:Foo Fighter|Foo Fighter]] 17:48, 14 July 2006 (UTC)&lt;br /&gt;
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I avoid being called a Captain because I am not and I have no wish to be. And if ye wish to be using language like that, save it for the raid, ye rumless, monkey fucking native. '''Captain Dan/Surgeon'''&lt;br /&gt;
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There is a difference between swearing and calling someone a sodomist, but you don't seem to get it. --[[User:Foo Fighter|Foo Fighter]] 12:18, 15 July 2006 (UTC)&lt;br /&gt;
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I have no idea what sodomist is, but I'll take as an insult. I'll see you in Wiksik. '''Captain Dan/Surgeon'''&lt;br /&gt;
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== Pirate drawing ritual in Wiksik ==&lt;br /&gt;
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That was very cute natives... I am a little disappointed that things seem to have gotten personal between certain members and their native counterparts. We do not hold anything against the natives personally. They are merely our natural prey. After all, what peace can there be between sheep and lions? As for rarely seeing us, well wiksik isn't exactly a thriving metropolis. Hardly anybody seems to be lingering outside and most of the huts are empty. That's not quite the experience we had in Dalpok where there were over a dozen natives lingering at the shaman or around the village at any given time. The goal of Scurvy Crew raids is also not one of occupation, merely murder and plundering. Crewmembers are encouraged to pounce on the natives, then withdraw back into the jungle to spend the rest of the day drinking rum and sharpening their cutlasses. This might explain to the easily confused why there's no permenant Scurvy Crew presence in the village. - [http://www.shartak.com/profile.cgi?id=242 The Captain]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A pity you deleted all of the ritual, so the context of your letter will remain unknown. We never expected you to occupy Wiksik. The purpose was to attract and kill more of your kind, since we got a bit bored. And it just worked well, seeing how one of your underlings fell to the machete of Wambayak yesterday and yourself to my machete today. --[[User:Foo Fighter|Foo Fighter]] 09:50, 28 July 2006 (UTC)&lt;br /&gt;
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== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Yorkman - New Tortuga ==&lt;br /&gt;
&lt;br /&gt;
We're interested in running a story on the current situation regarding New Tortuga in the second issue of the Yorkman (to be published around 1st sept).  If any of you, espcially Captains Whitney or Dan, are willing to answer some questions about the island, your plans for it, and negotiations and relations with the Royal Expedition and the Discordians, please [[Special:Emailuser/The_Yorkman|e-mail]] us in the next few days. -- [[User:The Yorkman|The Yorkman]] 14:28, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Jolly Roger Gang's raid on Dalpok ==&lt;br /&gt;
&lt;br /&gt;
Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--[[User:Michael edwards|Michael edwards]] 00:17, 31 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
&lt;br /&gt;
It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
&lt;br /&gt;
As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan: 6'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' *... eight of them ended up in Davy Jones locker...&lt;br /&gt;
 &lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
This count is for Wiksikers ONLY! No other natives count. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' 8 pairs of Wiksik ears be hung around me nethers.&lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
&lt;br /&gt;
'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Captain comes to... ==&lt;br /&gt;
I apologize for my recent absence, I was distracted by visions of a zombie apocalypse far in the future brought on by a particularly sharp blow to the head from an elephant. Details can be found here: [http://wiki.urbandead.com/index.php/BBB Blackmore Bastard Brigade]. I would ask that all crewmembers immediately report in including their general location (don't be too specific, unfriendly eyes are watching) and important events of the past couple weeks. I'd specifically ask that instances of violence between the Royal Expedition and the Scurvy Crew be reported including which parties initiated hostilities in each instance. If possible I might ask for a blanket pardon for all clans involved so that we can restart things on the right footing. We're all outsiders after all and this whole deal was started with the best intentions.&lt;br /&gt;
&lt;br /&gt;
I was going to move the New Tortuga bit beneath the 2nd Dalpok raid bit but the Wicksick raid painting looks so goddamn good at the top of the page...&lt;br /&gt;
&lt;br /&gt;
The violence against the Royal's was my doing. Gandhi and LessthenLethal caused me personal offense. I take full responsability for my own and any of the crews actions as I laid down the first stroke. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
How exactly did they offend anyway? And you weren't the first, I got pked by an outsider my first visit to the island.&lt;br /&gt;
&lt;br /&gt;
They insulted my honour and they probably killed you as I killed 2 of them. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
== Ceasefire rejected, eh? ==&lt;br /&gt;
&lt;br /&gt;
I can understand why you rejected the ceasefire, Captain. I do, however, request a clarification. In your upcoming raid, am I to understand that you will only be attacking members of the Pirate Hunters and the Order of Patriots?  You will not be attacking members of the Colonial Police or non-aligned Yorkmen?&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=10385</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=10385"/>
		<updated>2006-09-28T21:01:43Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: REVERT (from defacement)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
official_id=8|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:Royal Expedition logo.png|300px]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=A democratically elected, publicly accountable senate, on behalf of HM the Queen|&lt;br /&gt;
clan_membership= +18|&lt;br /&gt;
clan_goals=Bringing civilisation and the rule of the Crown to this barbarian land|&lt;br /&gt;
clan_recruit=Post on our [http://s9.invisionfree.com/Royal_Expedition/index.php?showforum=1  Recruitment Forum]|&lt;br /&gt;
clan_contact=[http://s9.invisionfree.com/Royal_Expedition/index.php Via our Forum]|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
'''The Royal Expedition''' is the longest-running clan in [http://www.shartak.com Shartak].&lt;br /&gt;
&lt;br /&gt;
We aim to spread the benefits of civilisation and the protection of the Crown across this new land, and build a colony worthy of Her Majesty.  God Save The Queen!&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
If you're interested in joining then post your details on our [http://s9.invisionfree.com/Royal_Expedition/index.php?showforum=1  Recruitment Forum].&lt;br /&gt;
&lt;br /&gt;
===Senate Members===&lt;br /&gt;
{{profile|878|Gandhi}}, Minister of Intelligence&lt;br /&gt;
&lt;br /&gt;
{{profile|669|Jones Dye}}, Minister of Science and Exploration&lt;br /&gt;
&lt;br /&gt;
{{profile|771|Less Than Lethal}}, Minister of Military Affairs&lt;br /&gt;
&lt;br /&gt;
===Active Members===&lt;br /&gt;
'''Captains'''&lt;br /&gt;
&lt;br /&gt;
{{profile|647|Morgan Freelance}}, discoverer of [[Shark Island]]&lt;br /&gt;
&lt;br /&gt;
{{profile|191|Ownslaught}}&lt;br /&gt;
&lt;br /&gt;
'''Non-Captains'''&lt;br /&gt;
&lt;br /&gt;
{{profile|1079|Domokun}}&lt;br /&gt;
&lt;br /&gt;
{{profile|936|Elena Barton}}&lt;br /&gt;
&lt;br /&gt;
{{profile|713|Grigoriy}}&lt;br /&gt;
&lt;br /&gt;
{{profile|2932|Kaliwen}}&lt;br /&gt;
&lt;br /&gt;
{{profile|818|Sgt Sharpe}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1085|Slith}}&lt;br /&gt;
&lt;br /&gt;
{{profile|547|Urban Me}}&lt;br /&gt;
&lt;br /&gt;
===Probationary Members===&lt;br /&gt;
''(inquire for more details)''&lt;br /&gt;
&lt;br /&gt;
{{profile|87|Malphas}}&lt;br /&gt;
&lt;br /&gt;
{{profile|447|Otis the Red}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1223|M Tek}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1521|Techker7}}&lt;br /&gt;
&lt;br /&gt;
==Operations==&lt;br /&gt;
===Shark Island===&lt;br /&gt;
[[Shark Island]] is a small island off the west coast of Shartak, and was claimed by {{profile|647|Morgan Freelance}} for the expedition on the 26th of February, 2006.  The island is used as a base and staging post by the Expedition.  However, the dastardly [[Discordian Cargo Cult]] also claim the island as theirs, and a bitter war rages across the island as a result of this.  Although we remain in control of the island, this fighting nessecitates frequent patrols and skirmishes to maintain the influence of the Crown.&lt;br /&gt;
&lt;br /&gt;
To avoid the escalation of hostilities and the destabilising effect this would have on the colonisation of Shartak, the two sides have agreed to confine the conflict to Shark Island, and not attack each other on the mainland.&lt;br /&gt;
&lt;br /&gt;
Currently, negotiations regarding the future of Shark Island are underway.  A no-violence zone has been established and clearly marked at [-70.547,+26.414], to allow foreign diplomats and ambassadors to stay on the island.&lt;br /&gt;
&lt;br /&gt;
===Field Hospital===&lt;br /&gt;
The [[RE field hospital|Field Hospital]] in [[York]] offers free healing to all who need it, to aid the spread of civilisation across this dangerous and untamed land.&lt;br /&gt;
&lt;br /&gt;
===Derby North Road===&lt;br /&gt;
The first road to be cleared on the island, the highway ran north from [[Derby]] and then turned west towards [[Wiksik]].  Forged by a small team of heroic Expeditionaries with the help of several civilians, the road reached Wiksik but then ground to a halt as the brave men came under attack from local headhunters.  The maintenance of the road is now the responsibility of the [[Civilized Highway Society]], who have incoporated it into their island-wide road network as the Wiksik-Derby Highway.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===August 2006===&lt;br /&gt;
'''26th''' - A no-violence zone has been set up on [[Shark Island]] at [-70.547,+26.414], to allow peacable negotiations between the Royal Expedition, the [[Discordian Cargo Cult]], and [[the Scurvy Crew of The Hell-born Strumpet]].&lt;br /&gt;
&lt;br /&gt;
=== July 2006 ===&lt;br /&gt;
'''13th''' - [[RE field hospital|Field Hospital]] established in [[York]]&lt;br /&gt;
&lt;br /&gt;
=== June 2006 ===&lt;br /&gt;
'''10th''' - The senate votes to join the [[Identify Friend or Foe]] Initiative (5 votes to 2)&lt;br /&gt;
&lt;br /&gt;
'''8th''' - Following debate in the senate, a truce on Shark Island is proposed to {{profile|1122|Eris}}, leader of the [[Discordian Cargo Cult|DCC]], but is violently rejected&lt;br /&gt;
&lt;br /&gt;
'''5th''' - New member, {{profile|2932|Kaliwen}}&lt;br /&gt;
&lt;br /&gt;
=== May 2006 ===&lt;br /&gt;
'''30th''' - New member, {{profile|1085|Slith}}&lt;br /&gt;
&lt;br /&gt;
'''24th''' - Clan offically established [http://www.shartak.com/clanview.cgi?id=8 ingame]&lt;br /&gt;
&lt;br /&gt;
'''18th''' - [[#Bill 2|Bill 2]] is rejected by the senate (3 votes to 1)&lt;br /&gt;
&lt;br /&gt;
'''11th''' - [[#Bill 1|Bill 1]] passes unanimously (4 votes to 0).  [[#Bill 2|Bill 2]] (Identity Protection) proposed to the senate&lt;br /&gt;
&lt;br /&gt;
'''4th''' - [[#Bill 1|Bill 1]] (Full Individual Membership in the Royal Expedition) proposed to the senate&lt;br /&gt;
&lt;br /&gt;
=== April 2006 ===&lt;br /&gt;
'''29th''' - [[Discordian Cargo Cult]]ist {{profile|601|Oulatek}} [http://wiki.shartak.com/index.php/Image:Evidence.jpg brutally murders] {{profile|647|Morgan Freelance}}, precipitating the [[#Shark Island|Shark Island Civil War]]&lt;br /&gt;
&lt;br /&gt;
'''19th''' - New members, {{profile|669|Jones Dye}} and {{profile|818|Sgt Sharpe}}&lt;br /&gt;
&lt;br /&gt;
'''16th''' - New member, {{profile|936|Elena Barton}}&lt;br /&gt;
&lt;br /&gt;
'''13th''' - [[Shark Island]] clearly [http://wiki.shartak.com/index.php/Image:Regraf.PNG marked] as ours&lt;br /&gt;
&lt;br /&gt;
'''7th''' - The [[Discordian Cargo Cult]] lay claim to [[Shark Island]], threatening to kill any RE members on the isle who do not join their ranks&lt;br /&gt;
&lt;br /&gt;
=== March 2006 ===&lt;br /&gt;
'''30th''' - [http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
&lt;br /&gt;
'''19th''' - New member, {{profile|1521|Techker7}}&lt;br /&gt;
&lt;br /&gt;
'''18th''' - New member, {{profile|87|Malphas}}&lt;br /&gt;
&lt;br /&gt;
'''12th''' - New provisional member, {{profile|1223|M Tek}}&lt;br /&gt;
&lt;br /&gt;
'''6th'''  - New member, {{profile|191|Ownslaught}}&lt;br /&gt;
&lt;br /&gt;
'''3rd'''  - New member, {{profile|1079|Domokun}}&lt;br /&gt;
&lt;br /&gt;
===February 2006===&lt;br /&gt;
'''26th''' - [[Shark Island]] claimed for the Expedition and the Crown by {{profile|647|Morgan Freelance}}&lt;br /&gt;
&lt;br /&gt;
'''22nd''' - {{profile|647|Morgan Freelance}} sets out on the first ever expedition to [[Shark Island]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules and Laws==&lt;br /&gt;
The following are bills that have been debated and voted on by the members of the expedition, and form the rules and guidelines by which the clan operates.  All new bills must pass before the senate, so that the clan develops in a fully democratic fashion to reflect the desires of all our members.&lt;br /&gt;
&lt;br /&gt;
===Bill 1===&lt;br /&gt;
'''Full Individual Membership in the Royal Expedition'''&lt;br /&gt;
&lt;br /&gt;
* To join the clan, players must have an Outsider character (not including pirates)&lt;br /&gt;
* Members cannot be a member of any group which is in conflict with the Royal Expedition&lt;br /&gt;
* Members must swear not to kill other outsiders, except in self-defense, or on the orders of a Captain.&lt;br /&gt;
* Possesion of a Native account is acceptable as long as clause 1 and 2 are respected&lt;br /&gt;
&lt;br /&gt;
This bill was proposed to the senate on the 4th May 2006, underwent two major revisions, and was passed on the 11th May 2006 by 4 votes to 0.&lt;br /&gt;
&lt;br /&gt;
''Amendment 1''&lt;br /&gt;
&lt;br /&gt;
* All prospective members of the Royal Expedition must be judged to be of Good Moral Character by the senate before their application is accepted.&lt;br /&gt;
&lt;br /&gt;
This amendment was proposed to the senate on the 23rd July 2006 following a suspected plot to infiltrate the Expedition and thus capture [[Shark Island]].  The bill was passed on the 15th August 2006 by 6 votes to 0.&lt;br /&gt;
&lt;br /&gt;
===Bill 2===&lt;br /&gt;
'''Identity Protection'''&lt;br /&gt;
&lt;br /&gt;
''Please note that this bill was rejected by the Senate, and is recorded here simply for historical reasons.''&lt;br /&gt;
&lt;br /&gt;
*Unless otherwise instructed, full members will have their names removed from the wiki list to protect their identities and not publicly publish our member list&lt;br /&gt;
*There will be a quick contact list on the wiki with the IMs of the foreign affairs and/or the public sercurity departments&lt;br /&gt;
&lt;br /&gt;
This bill was proposed to the senate on the 11th May 2006, and was rejected on the 18th May 2006 by 3 votes to 1.&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Tyler_Whitney&amp;diff=9944</id>
		<title>User talk:Tyler Whitney</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Tyler_Whitney&amp;diff=9944"/>
		<updated>2006-09-07T02:39:08Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Royal Expedition vs The Scurvy Crew&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Arrr!==&lt;br /&gt;
I think yer presence may be called for on the [http://shartak.forumsplace.com/message138.html deck], Cap'n.--[[User:Wifey|Wifey]] 04:12, 23 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
Ahoy Tyler. According to the wiki, these files you have uploaded are not used anywhere: [[:Image:Pirate_Captain.jpg]], [[:Image:Pyle_wealthypirate.jpg]], [[:Image:Robrt.gif]], [[:Image:4Pirate.jpg]]. If you have no further use for them, please let us know by marking them for deletion. --[[User:Lint|Lint]] 22:19, 29 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Add [[:Image:Many Pirates.jpg]] to the list. I have found [[:Image:4Pirate.jpg]] elsewhere on the internet (see [http://pirateshold.buccaneersoft.com/pirate_hold.html]), and [[:Image:Pyle wealthypirate.jpg]] is a work of [http://en.wikipedia.org/wiki/Howard_Pyle Howard Pyle] (who died more than 70 years ago, so the image is in the public domain in most countries). Tyler, would you mind letting us know why you uploaded these images? I don't think the wiki should be an indiscriminate collection of images relating to pirates, natives, jungles, monkeys, rifles, machetes, berries, and so on, so any images we keep need to be useful. Also, where did you find the images? We need to make sure we're not infringing on copyrights. Thanks! &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:59, 3 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conflict with the Royal Expedition==&lt;br /&gt;
It is unfortunate that you have been away so long, because you have a missed a series of both timely and important events that led to this conflict.&lt;br /&gt;
&lt;br /&gt;
First of all, your attempt to mediate the conflict occurred AFTER the Yorkman was published, and AFTER hostilities began.  Therefore, do not blame me for inflammatory comments - it was during a time of war.&lt;br /&gt;
&lt;br /&gt;
In terms of the declaration of war, the Scurvy Crew made the first aggressive act, in their declaration of &amp;quot;New Tortuga,&amp;quot; stating that the Western Isle controlled by the Royal Expedition would now be a hunting ground for the Scurvy Crew of Hell-born Strumpet.  Captain Dan contacted the Royal Expedition at the &amp;quot;No Violence Zone&amp;quot; on the eastern coast of Shark Island.  Although he stated he did not want an armed conflict to arise, he repeatedly threaten the Royal Expedition and its members, exclaiming that the strength and fury of the Scurvy Crew was not a wise thing to toy with.&lt;br /&gt;
&lt;br /&gt;
In response to the hostilities Captain Dan brought to the Isle, the Royal Expedition laid out a series of guideline regarding the Western Isle.  If the Scurvy Crew abided by them, war could be avoided in its entirety; however, this did not happen.  Captain Dan and the Scurvy Crew ignored the guidelines after various revisions, and resulted to threatening the Royal Expedition.  Despite this, the Royal Expedition reaffirmed that war would not be declared unless the Scurvy Crew made the first move.  On August 31, Captain Dan post this on the Scurvy Crew wiki: &amp;quot;Ah hell with it. I can't negotiate. Kill em if you want. I wish you would have put a word in this Captain.&amp;quot;  This is clearly a declaration of war, if not a blank check for open hostilities between the Scurvy Crew and the Royal Expedition.&lt;br /&gt;
&lt;br /&gt;
The Royal Expedition wanted to avoid a conflict, but Captain Dan and the Scurvy Crew clearly had other plans. [[User:Gandhi|Gandhi]] 02:39, 7 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_002&amp;diff=9929</id>
		<title>Talk:The Yorkman/Issue 002</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_002&amp;diff=9929"/>
		<updated>2006-09-06T03:37:08Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Re: Road Networks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Breaking News==&lt;br /&gt;
&lt;br /&gt;
We've had another great response, but apparently our reporting wasnt quite what a couple of our contributors expected.  To avoid putting any metaphorical noses out of joint, we're posting the full text of the interview with Kjendle below, with our apologies for leaving important stuff out in the final edit.  We're also including our interview with Mick R, who unfortuantely missed the replies deadline for the actual issue. -- [[User:The Yorkman|The Yorkman]] 20:12, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
===Mick R Retires===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shark Island - Its WAR!===&lt;br /&gt;
Captain Tyler Whitney has emerged from the jungle once more and is attempting to open up a [[Talk:Royal Expedition|new dialogue]] with the [[Royal Expedition]] over the Shark Island / New Tortuga controversy.  Reports indicate a large Expedition prescence on the island, but apparently conflict, once again, has so far failed to emerge. -- [[User:The Yorkman|The Yorkman]] 20:12, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
All Scurvy Crew members on Shark Island have either fled or been killed since war was declared by Captain Dan, #2 in the Scurvy Crew.  The Royal Expedition was unimpressed with the lack of coordination and will of the Pirates (no surprise there.) [[User:Gandhi|Gandhi]] 01:57, 5 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Zeff, Pirate Hunter===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Road Network Nears Completion===&lt;br /&gt;
I would side with the natives; the enviroment is beautiful and should be kept that way. Besides, [[The Royal Expedition]] plays dirty.&lt;br /&gt;
[[User:B4ll54ck kill3r|B4ll54ck kill3r]]&lt;br /&gt;
&lt;br /&gt;
I would like to point out that the Royal Expedition has nothing to do with this issue, and as a clan is against the senseless slaughtering of natives.  Frankly, I haven't a clue what your talking about.  Might you have mistaken the Royal Expedition for the Civilized Highway Society? [[User:Gandhi|Gandhi]] 03:37, 6 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Civil War &amp;quot;May Be Inevitable&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
I would like to make clear that the Jolly Roger Gang supports Durham and the pistoleers in any aspect not with just raiding.--[[User:Michael edwards|Michael edwards]] 00:10, 3 September 2006 (UTC)&lt;br /&gt;
:We would like to make clear that we will kill any member of the Jolly Roger Gang who comes anywhere near York. Just like [[Order_of_Patriots#10th_August_2006|the last time your dear leader showed his face here]]. We would also like to make clear our position on the anti-York agitators known as the Durham Pistoleers. Our position is as follows: By continuing to press on with their rabidly pro-pirate/anti-outsider policies, the Durham Pistoleers (or more accurately, &amp;quot;The Durham Pirate-collaborators&amp;quot;, led by pro-pirate fanatic {{profile|102|Dennis Kuijt}}), have shown themselves to be enemies of York, and seem insistent upon bringing about a state of war between our two towns. We do not want war, but if they continue to support and give refuge to pirates who then attack York, and if their members continue attacking yorkmen, they are already waging undeclared war upon us. --The Order of Patriots.&lt;br /&gt;
::Then wage war on the group; they are part of a nuetral zone and the majority of Durham probably don't support such attacks. They just happen to live in a neutral zone. If you choose to wage war against the Pistoleers, fight the pistoleers; not the people of Durham.&lt;br /&gt;
[[User:B4ll54ck kill3r|B4ll54ck kill3r]] 04:33, 5 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
To my knowledge the Pistoleers have no intent to wage war on York or any other settlement. However if the JRG hears reports of any hostile actions by the order or any other york based group against Durham we will not hesitate in attacking.--[[User:Michael edwards|Michael edwards]] 16:59, 3 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===The Shartak Crypotozoological Society===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ads===&lt;br /&gt;
&lt;br /&gt;
==Those Interviews in Full==&lt;br /&gt;
&lt;br /&gt;
===Kjendle===&lt;br /&gt;
'''You're one of the longest-serving members of the colonial police. How did you first become involved with the clan?'''&lt;br /&gt;
&lt;br /&gt;
:When I first showed up in York I was shocked to see the extent of the lawlessness. Murder of outsiders by outsiders was rampant, and fanatical killers roamed freely around York. Natives hid in the jungle outside of town and ambushed outsiders at will, uncontested. It was really a disgraceful sight. So, after learning of the existence of the Colonial Police, I felt compelled to join, to help reverse the dismal state of affairs. I started talking to the founder of the group, MickR, and soon after became an active member.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What have your experiences been like? Is the clan close-knit? Any good anecdotes about keeping the peace in York?'''&lt;br /&gt;
&lt;br /&gt;
:It’s a great group. We stay in regular communication with one another--actually I think that of late the CPHQ has had the best and most interesting conversations of anywhere in York. We help each other out, share information, sometimes even participate in joint operations. I’d say the clan is close-knit. The level of camaraderie is high, if any member needs money we donate some gold to them, if any member is wounded we heal them up, and so forth.&lt;br /&gt;
&lt;br /&gt;
:As far as anecdotes, I can tell you about the operation of which I am most proud that didn’t quite end according to plan. This operation was the tracking down, capture, and execution of one of the most elusive of the York murderers, the native JB Aristide. He had been terrorising York for months, and yet always eluded us, despite our high priority efforts to get him. We came up with a new plan that was bold and massive in scope to hunt this criminal down, and the plan was put into action principally by CP member Nighter and myself, with support from several others. On the second day of the operation we got him. Upon finding him I executed him, then paused to celebrate, to catch my breath you know. What a glorious accomplishment, finally finding and getting rid of this criminal. Then, within a minute or two, as I was basking in the glory of our grand accomplishment, out of nowhere comes another native, Elembis, and before I realise what’s going on, he kills me! So my moment of greatest triumph turned into a humiliating embarrassment. I still don’t know if the two of them were working together somehow, or whether Elembis just happened upon that location at just the right moment—though that’s unlikely as this location was pretty remote, or if somehow Elembis had inside information on our operation and was waiting in ambush. Whatever the case, the end result of it all was that JB Aristide, badly shaken by being tracked down and killed by the CP, essentially surrendered. Upon revival, he fled, and hasn’t harassed York again since then, as far as I know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How did you come to assume leadership of one of the most influencial clans on Shartak?'''&lt;br /&gt;
&lt;br /&gt;
:When I first joined the Colonial Police I never had any ambition of being anything other than a regular officer. It came as a shock when MickR announced to the assembled Colonial Police in the CPHQ, that he was resigning and wanted Arwedda or myself to take over. When Arwedda declined, I was the new leader. MickR had announced two days beforehand that he had a big announcement to make, but I don’t think any of us in the CPHQ that night saw it coming! I think everyone was shocked after hearing his announcement.&lt;br /&gt;
&lt;br /&gt;
:As far as why MickR picked me, I had been one of the more active CP members in the past months, and spearheaded a number of projects and initiatives to improve the effectiveness of the CP and better catch criminals. I was also one of the more senior members of the group--when I joined I think it was only MickR, Arwedda, czech1 (later to found czechy’s tavern) and maybe a couple others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Where do you intend to take the clan? Should we expect any radical policy changes, or new campaigns?'''&lt;br /&gt;
&lt;br /&gt;
:We will continue the work MickR started: Keeping York safe and crime-free, and punishing criminals. There will be no policy change in that regard. One policy that probably will change will be our relationship with other groups. I think we have been too lenient in our alliance and treaty policies with certain other groups. Groups like the Order of Patriots that kill civilians and innocents will not be tolerated, although officially we still have a treaty with that particular group at this time. The problem in that case is that we have very little idea who is actually in the group, which makes it rather hard to deal with them, you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What is the greatest challenge you envisage in the upcoming months?'''&lt;br /&gt;
&lt;br /&gt;
:Obviously individual criminals and murderers are always a threat, but I think perhaps a bigger emerging threat to York in the future will be organised group violence, both homegrown York groups and foreign groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Speaking of organised groups, rumours have been circulating recently of a raid from Durham - the Jolly Roger Gang, who have sworm to destroy York, have opened a recruitment office there, and a member of the Durham Pistoleers recently announced his intent to travel to York and single-handedly attack the town. Do you feel there is a real threat here?'''&lt;br /&gt;
&lt;br /&gt;
:I was not aware of these rumours, but I would like to assure the readers that we are more than ready to meet any new threats. I don’t think Dennis Kuijt, the main power in Durham from what I understand, is an enemy or threat to York in any way. Nor is his group a threat to York. As for the Jolly Roger Gang, we’ll have to wait and see. Let me reiterate, though, that the Colonial Police is not anti-pirate. Law-abiding pirates are welcome in York as far as we’re concerned. We even have a pirate who is a CP member now, and he’s one of our best officers.&lt;br /&gt;
&lt;br /&gt;
===Mick R===&lt;br /&gt;
&lt;br /&gt;
'''Thanks for agreeing to the interview.  We want to run the story of your retirement as our lead story, since it's obviously going to affect a lot of our readers.'''&lt;br /&gt;
&lt;br /&gt;
:No problem. Sorry it's taken me so long to respond, I've been quite busy these last few weeks.&lt;br /&gt;
 	 	&lt;br /&gt;
'''You are of course a well-known face in York, as the leader of the Colonial Police and a great force for justice.  The CP have a reputation for being fair and effective, and have helped make York one of the safest places to be on Shartak.  How and why did the CP come into being?  What situations and events  lead to the decision to found a police force in York?'''&lt;br /&gt;
&lt;br /&gt;
:Arwedda and I arrived in York in March. At first, it seemed like a nice safe place. Though, after a couple of days I found myself being attacked and murdered on a regular basis. Arwedda and I felt that enough was enough, and decided to set up a police group in York. We never imagined we would get so many members, nor that the group would become so popular.&lt;br /&gt;
 	 	&lt;br /&gt;
'''What were your aims when you founded the CP, and have these changed at all over time?'''&lt;br /&gt;
&lt;br /&gt;
:All we really wanted was to try to make the streets a little cleaner, with fewer criminals. But over the past couple of months, as our clan has grown, we have been able to achieve bigger goals. Such as removing criminals from the streets completely and restoring justice to York.&lt;br /&gt;
 	 	&lt;br /&gt;
'''We'd like to discuss your experiences with the CP.  You seem to be a very close-knit group, what is the atmosphere in the force like?'''&lt;br /&gt;
&lt;br /&gt;
:It's been great. I've had the time of my life leading the Colonial Police and I have no regrets. The atmosphere of the Colonial Police? Well, lets just say it's &amp;quot;professional&amp;quot;.&lt;br /&gt;
 	 	&lt;br /&gt;
'''What was the greatest challenge you faced whilst leading the clan?'''&lt;br /&gt;
&lt;br /&gt;
:Well, there was a point in time when we were all being killed once a day. We had powerful enemies, such as JB Aristide (who has now surrendered) and Lord Paul Reefer. We've also had some trouble with the Order Of Patriots and the Merc's Guild, there were some large bounties on our heads.&lt;br /&gt;
 	 	&lt;br /&gt;
'''And what was your proudest acheivement?'''&lt;br /&gt;
&lt;br /&gt;
:Probably becoming the third largest group, and the largest police group on the island.&lt;br /&gt;
 	 	&lt;br /&gt;
'''How do you feel about the progress the clan has made?  Are you any closer now to acheiving your goals?'''&lt;br /&gt;
&lt;br /&gt;
:The clan has grown and evolved incredibly over the past few months. I'm confident that someday, York could be crime-free.&lt;br /&gt;
 	 	&lt;br /&gt;
'''Having lead the CP to this point, what was behind your decision to leave?'''&lt;br /&gt;
&lt;br /&gt;
:Shartak is a beautiful place. York and the Colonial Police are the only things I know.&lt;br /&gt;
 	 	&lt;br /&gt;
'''Is there any truth behind the rumour that one of your trusted leuitenants, Arwedda, is also intending to quit?'''&lt;br /&gt;
&lt;br /&gt;
:No, he has decided to stay in York for the time being.&lt;br /&gt;
 	 	&lt;br /&gt;
'''Why was Kjendle chosen as the new leader?'''&lt;br /&gt;
&lt;br /&gt;
:He has been with the CP from the very beginning. he's the most trusted member and I know that he's a very capable leader.&lt;br /&gt;
 	 	&lt;br /&gt;
'''So what are your plans for the future?  Will you remain in York as a civilian, or do you have plans elsewhere?'''&lt;br /&gt;
&lt;br /&gt;
:I'm actually off to Durham for a while, then I'll head off into the jungle. However, I will return to York and re-join the Colonial Police someday.&lt;br /&gt;
 	 	&lt;br /&gt;
'''And returning finally to the CP, how do you envisage their future?  What is the greatest threat they are likely to face in the coming months?'''&lt;br /&gt;
&lt;br /&gt;
:The return of powerful enemies such as Lord Paul Reefer and Eli Jenkins. Although, with Kjendlie as the new leader, I'm sure they can handle it.&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_002&amp;diff=9903</id>
		<title>Talk:The Yorkman/Issue 002</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_002&amp;diff=9903"/>
		<updated>2006-09-05T01:57:07Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Re: Shark Island&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Breaking News==&lt;br /&gt;
&lt;br /&gt;
We've had another great response, but apparently our reporting wasnt quite what a couple of our contributors expected.  To avoid putting any metaphorical noses out of joint, we're posting the full text of the interview with Kjendle below, with our apologies for leaving important stuff out in the final edit.  We're also including our interview with Mick R, who unfortuantely missed the replies deadline for the actual issue. -- [[User:The Yorkman|The Yorkman]] 20:12, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
===Mick R Retires===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shark Island - Its WAR!===&lt;br /&gt;
Captain Tyler Whitney has emerged from the jungle once more and is attempting to open up a [[Talk:Royal Expedition|new dialogue]] with the [[Royal Expedition]] over the Shark Island / New Tortuga controversy.  Reports indicate a large Expedition prescence on the island, but apparently conflict, once again, has so far failed to emerge. -- [[User:The Yorkman|The Yorkman]] 20:12, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
All Scurvy Crew members on Shark Island have either fled or been killed since war was declared by Captain Dan, #2 in the Scurvy Crew.  The Royal Expedition was unimpressed with the lack of coordination and will of the Pirates (no surprise there.) [[User:Gandhi|Gandhi]] 01:57, 5 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Zeff, Pirate Hunter===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Road Network Nears Completion===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Civil War &amp;quot;May Be Inevitable&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
I would like to make clear that the Jolly Roger Gang supports Durham and the pistoleers in any aspect not with just raiding.--[[User:Michael edwards|Michael edwards]] 00:10, 3 September 2006 (UTC)&lt;br /&gt;
:We would like to make clear that we will kill any member of the Jolly Roger Gang who comes anywhere near York. Just like [[Order_of_Patriots#10th_August_2006|the last time your dear leader showed his face here]]. We would also like to make clear our position on the anti-York agitators known as the Durham Pistoleers. Our position is as follows: By continuing to press on with their rabidly pro-pirate/anti-outsider policies, the Durham Pistoleers (or more accurately, &amp;quot;The Durham Pirate-collaborators&amp;quot;, led by pro-pirate fanatic {{profile|102|Dennis Kuijt}}), have shown themselves to be enemies of York, and seem insistent upon bringing about a state of war between our two towns. We do not want war, but if they continue to support and give refuge to pirates who then attack York, and if their members continue attacking yorkmen, they are already waging undeclared war upon us. --The Order of Patriots.&lt;br /&gt;
&lt;br /&gt;
To my knowledge the Pistoleers have no intent to wage war on York or any other settlement. However if the JRG hears reports of any hostile actions by the order or any other york based group against Durham we will not hesitate in attacking.--[[User:Michael edwards|Michael edwards]] 16:59, 3 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===The Shartak Crypotozoological Society===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ads===&lt;br /&gt;
&lt;br /&gt;
==Those Interviews in Full==&lt;br /&gt;
&lt;br /&gt;
===Kjendle===&lt;br /&gt;
'''You're one of the longest-serving members of the colonial police. How did you first become involved with the clan?'''&lt;br /&gt;
&lt;br /&gt;
:When I first showed up in York I was shocked to see the extent of the lawlessness. Murder of outsiders by outsiders was rampant, and fanatical killers roamed freely around York. Natives hid in the jungle outside of town and ambushed outsiders at will, uncontested. It was really a disgraceful sight. So, after learning of the existence of the Colonial Police, I felt compelled to join, to help reverse the dismal state of affairs. I started talking to the founder of the group, MickR, and soon after became an active member.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What have your experiences been like? Is the clan close-knit? Any good anecdotes about keeping the peace in York?'''&lt;br /&gt;
&lt;br /&gt;
:It’s a great group. We stay in regular communication with one another--actually I think that of late the CPHQ has had the best and most interesting conversations of anywhere in York. We help each other out, share information, sometimes even participate in joint operations. I’d say the clan is close-knit. The level of camaraderie is high, if any member needs money we donate some gold to them, if any member is wounded we heal them up, and so forth.&lt;br /&gt;
&lt;br /&gt;
:As far as anecdotes, I can tell you about the operation of which I am most proud that didn’t quite end according to plan. This operation was the tracking down, capture, and execution of one of the most elusive of the York murderers, the native JB Aristide. He had been terrorising York for months, and yet always eluded us, despite our high priority efforts to get him. We came up with a new plan that was bold and massive in scope to hunt this criminal down, and the plan was put into action principally by CP member Nighter and myself, with support from several others. On the second day of the operation we got him. Upon finding him I executed him, then paused to celebrate, to catch my breath you know. What a glorious accomplishment, finally finding and getting rid of this criminal. Then, within a minute or two, as I was basking in the glory of our grand accomplishment, out of nowhere comes another native, Elembis, and before I realise what’s going on, he kills me! So my moment of greatest triumph turned into a humiliating embarrassment. I still don’t know if the two of them were working together somehow, or whether Elembis just happened upon that location at just the right moment—though that’s unlikely as this location was pretty remote, or if somehow Elembis had inside information on our operation and was waiting in ambush. Whatever the case, the end result of it all was that JB Aristide, badly shaken by being tracked down and killed by the CP, essentially surrendered. Upon revival, he fled, and hasn’t harassed York again since then, as far as I know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How did you come to assume leadership of one of the most influencial clans on Shartak?'''&lt;br /&gt;
&lt;br /&gt;
:When I first joined the Colonial Police I never had any ambition of being anything other than a regular officer. It came as a shock when MickR announced to the assembled Colonial Police in the CPHQ, that he was resigning and wanted Arwedda or myself to take over. When Arwedda declined, I was the new leader. MickR had announced two days beforehand that he had a big announcement to make, but I don’t think any of us in the CPHQ that night saw it coming! I think everyone was shocked after hearing his announcement.&lt;br /&gt;
&lt;br /&gt;
:As far as why MickR picked me, I had been one of the more active CP members in the past months, and spearheaded a number of projects and initiatives to improve the effectiveness of the CP and better catch criminals. I was also one of the more senior members of the group--when I joined I think it was only MickR, Arwedda, czech1 (later to found czechy’s tavern) and maybe a couple others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Where do you intend to take the clan? Should we expect any radical policy changes, or new campaigns?'''&lt;br /&gt;
&lt;br /&gt;
:We will continue the work MickR started: Keeping York safe and crime-free, and punishing criminals. There will be no policy change in that regard. One policy that probably will change will be our relationship with other groups. I think we have been too lenient in our alliance and treaty policies with certain other groups. Groups like the Order of Patriots that kill civilians and innocents will not be tolerated, although officially we still have a treaty with that particular group at this time. The problem in that case is that we have very little idea who is actually in the group, which makes it rather hard to deal with them, you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What is the greatest challenge you envisage in the upcoming months?'''&lt;br /&gt;
&lt;br /&gt;
:Obviously individual criminals and murderers are always a threat, but I think perhaps a bigger emerging threat to York in the future will be organised group violence, both homegrown York groups and foreign groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Speaking of organised groups, rumours have been circulating recently of a raid from Durham - the Jolly Roger Gang, who have sworm to destroy York, have opened a recruitment office there, and a member of the Durham Pistoleers recently announced his intent to travel to York and single-handedly attack the town. Do you feel there is a real threat here?'''&lt;br /&gt;
&lt;br /&gt;
:I was not aware of these rumours, but I would like to assure the readers that we are more than ready to meet any new threats. I don’t think Dennis Kuijt, the main power in Durham from what I understand, is an enemy or threat to York in any way. Nor is his group a threat to York. As for the Jolly Roger Gang, we’ll have to wait and see. Let me reiterate, though, that the Colonial Police is not anti-pirate. Law-abiding pirates are welcome in York as far as we’re concerned. We even have a pirate who is a CP member now, and he’s one of our best officers.&lt;br /&gt;
&lt;br /&gt;
===Mick R===&lt;br /&gt;
&lt;br /&gt;
'''Thanks for agreeing to the interview.  We want to run the story of your retirement as our lead story, since it's obviously going to affect a lot of our readers.'''&lt;br /&gt;
&lt;br /&gt;
:No problem. Sorry it's taken me so long to respond, I've been quite busy these last few weeks.&lt;br /&gt;
 	 	&lt;br /&gt;
'''You are of course a well-known face in York, as the leader of the Colonial Police and a great force for justice.  The CP have a reputation for being fair and effective, and have helped make York one of the safest places to be on Shartak.  How and why did the CP come into being?  What situations and events  lead to the decision to found a police force in York?'''&lt;br /&gt;
&lt;br /&gt;
:Arwedda and I arrived in York in March. At first, it seemed like a nice safe place. Though, after a couple of days I found myself being attacked and murdered on a regular basis. Arwedda and I felt that enough was enough, and decided to set up a police group in York. We never imagined we would get so many members, nor that the group would become so popular.&lt;br /&gt;
 	 	&lt;br /&gt;
'''What were your aims when you founded the CP, and have these changed at all over time?'''&lt;br /&gt;
&lt;br /&gt;
:All we really wanted was to try to make the streets a little cleaner, with fewer criminals. But over the past couple of months, as our clan has grown, we have been able to achieve bigger goals. Such as removing criminals from the streets completely and restoring justice to York.&lt;br /&gt;
 	 	&lt;br /&gt;
'''We'd like to discuss your experiences with the CP.  You seem to be a very close-knit group, what is the atmosphere in the force like?'''&lt;br /&gt;
&lt;br /&gt;
:It's been great. I've had the time of my life leading the Colonial Police and I have no regrets. The atmosphere of the Colonial Police? Well, lets just say it's &amp;quot;professional&amp;quot;.&lt;br /&gt;
 	 	&lt;br /&gt;
'''What was the greatest challenge you faced whilst leading the clan?'''&lt;br /&gt;
&lt;br /&gt;
:Well, there was a point in time when we were all being killed once a day. We had powerful enemies, such as JB Aristide (who has now surrendered) and Lord Paul Reefer. We've also had some trouble with the Order Of Patriots and the Merc's Guild, there were some large bounties on our heads.&lt;br /&gt;
 	 	&lt;br /&gt;
'''And what was your proudest acheivement?'''&lt;br /&gt;
&lt;br /&gt;
:Probably becoming the third largest group, and the largest police group on the island.&lt;br /&gt;
 	 	&lt;br /&gt;
'''How do you feel about the progress the clan has made?  Are you any closer now to acheiving your goals?'''&lt;br /&gt;
&lt;br /&gt;
:The clan has grown and evolved incredibly over the past few months. I'm confident that someday, York could be crime-free.&lt;br /&gt;
 	 	&lt;br /&gt;
'''Having lead the CP to this point, what was behind your decision to leave?'''&lt;br /&gt;
&lt;br /&gt;
:Shartak is a beautiful place. York and the Colonial Police are the only things I know.&lt;br /&gt;
 	 	&lt;br /&gt;
'''Is there any truth behind the rumour that one of your trusted leuitenants, Arwedda, is also intending to quit?'''&lt;br /&gt;
&lt;br /&gt;
:No, he has decided to stay in York for the time being.&lt;br /&gt;
 	 	&lt;br /&gt;
'''Why was Kjendle chosen as the new leader?'''&lt;br /&gt;
&lt;br /&gt;
:He has been with the CP from the very beginning. he's the most trusted member and I know that he's a very capable leader.&lt;br /&gt;
 	 	&lt;br /&gt;
'''So what are your plans for the future?  Will you remain in York as a civilian, or do you have plans elsewhere?'''&lt;br /&gt;
&lt;br /&gt;
:I'm actually off to Durham for a while, then I'll head off into the jungle. However, I will return to York and re-join the Colonial Police someday.&lt;br /&gt;
 	 	&lt;br /&gt;
'''And returning finally to the CP, how do you envisage their future?  What is the greatest threat they are likely to face in the coming months?'''&lt;br /&gt;
&lt;br /&gt;
:The return of powerful enemies such as Lord Paul Reefer and Eli Jenkins. Although, with Kjendlie as the new leader, I'm sure they can handle it.&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Durham_Pistoleers&amp;diff=9826</id>
		<title>Talk:Durham Pistoleers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Durham_Pistoleers&amp;diff=9826"/>
		<updated>2006-09-03T04:35:50Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Unwarranted Killing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello there,&lt;br /&gt;
&lt;br /&gt;
This is MickR of the Colonial Police. We are interested in starting an Alliance with your group.&lt;br /&gt;
It'd be good to have contacts in the other villages of Shartak. --[[User:MickR|MickR]] 06:17, 5 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Known Psychotic Murderers ==&lt;br /&gt;
&lt;br /&gt;
Well, what do you know - after Buffy871 attacks me unprovoked, I come here to see how Durhamese nationalism is working out, and I find that I'm not the only Durhamite whose been attacked by that miscreant. I guess I did us all a favor by killing him, didn't I? --[[User:LouisB3|LouisB3]] 15:51, 21 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Dalpok Raid ==&lt;br /&gt;
 &lt;br /&gt;
Hey Pistoleers Snice I was killed by gimbo I've gotten a large pirate group up north for the Dalpok Raid. I know that while in Durham Know-Nothing was intersted in joining the raiding party. Has anyone else shown an interst? I'd really like this to be a outsider-pirate raid, please respond--[[User:Michael edwards|Michael edwards]] 17:03, 27 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unjust Killing ==&lt;br /&gt;
On September 1, one of your members, Sniper99, killed me while in the medical hut in Durham.  I was not hostile towards any members of the town or group, and did not provoke sniper99 or any other members in any other way.  Was this unwarranted killing a reflection the Durham Pistoleers, or just sniper99 acting on his own accord? [[User:Gandhi|Gandhi]] 04:35, 3 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Character_classes&amp;diff=9670</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=9670"/>
		<updated>2006-08-29T02:03:09Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Added Scientist only skills to chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class skill chart==&lt;br /&gt;
&lt;br /&gt;
A &amp;amp;radic; mark means a class can have a skill, an X means they can't, and a question mark means it's unknown whether they can have the skill or not. Background colors are used for skills not known to be universal.&lt;br /&gt;
&lt;br /&gt;
When verifying that a class gets a skill, please include the ID of a player of that class with that skill &amp;lt;nowiki&amp;gt;&amp;lt;!--in comment tags--&amp;gt;&amp;lt;/nowiki&amp;gt; next to the &amp;amp;radic; mark (&amp;quot;&amp;amp;amp;radic;&amp;quot;). For example, if you were confirming that scouts got ''trailblazing'', you would find a scout with it (preferably a high-level one, like {{profile|712|Qberry}}) and insert their ID next to the checkmark, like this: &amp;quot;&amp;amp;amp;radic;&amp;lt;nowiki&amp;gt;&amp;lt;!--712--&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;. This gives everyone an easy way of verifying that the information is true, and it will give us profiles to check quickly when new skills appear.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that since it's impossible to prove publicly that a certain class ''can't'' have a skill (without giving away someone's login information), we should seek to prove that they ''can'' have it and, if such proof can't be found, assume that they can't.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; font-size: 90%; text-align: center&amp;quot; |&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ||colspan=4| Natives ||colspan=5| Outsiders&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scout&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Warrior&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Villager&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Shaman&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Explorer&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Soldier&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Settler&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scientist&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Pirate&lt;br /&gt;
|-&lt;br /&gt;
|Outs./nat. knowledge  || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Basic language        || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced language     || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Expert language       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Close quarter combat  || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced CQC          || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Body building         || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Stamina               || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Ghostly whisper       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Haunting scream       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Shocking shriek       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Banshee wail          || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Exploration           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Cartography           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Trekking              || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Trailblazing          ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--712--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X&lt;br /&gt;
|-&lt;br /&gt;
|Swimming              || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Basic tracking        || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced tracking     || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Expert tracking       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Tracking mastery       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Clan leadership       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; &lt;br /&gt;
|-&lt;br /&gt;
|Triage                || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced triage                ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--842--&amp;gt; ||bgcolor=MistyRose| X&lt;br /&gt;
|-&lt;br /&gt;
|Nat. med. / first aid || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Emergency first aid                ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--842--&amp;gt; ||bgcolor=MistyRose| X &lt;br /&gt;
|-&lt;br /&gt;
|Sixth sense           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Psychic recognition   || &amp;amp;radic;&amp;lt;!--712--&amp;gt; || &amp;amp;radic;&amp;lt;!--1093--&amp;gt; || &amp;amp;radic;&amp;lt;!--872--&amp;gt; || &amp;amp;radic;&amp;lt;!--842--&amp;gt; || &amp;amp;radic;&amp;lt;!--109--&amp;gt; || &amp;amp;radic;&amp;lt;!--364--&amp;gt; || &amp;amp;radic; || &amp;amp;radic;&amp;lt;!--33--&amp;gt; || &amp;amp;radic;&amp;lt;!--1571--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Seance                ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--208--&amp;gt; ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--842--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--2240--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X&lt;br /&gt;
|-&lt;br /&gt;
|Exorcism                ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--208--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X  &lt;br /&gt;
|-&lt;br /&gt;
|Animal affinity       ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--872--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X &lt;br /&gt;
|-&lt;br /&gt;
|Scavenging            ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--872--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X &lt;br /&gt;
|-&lt;br /&gt;
|Firearms/blowpipe ... ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--364--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X&lt;br /&gt;
|- bgcolor=MistyRose&lt;br /&gt;
|bgcolor=WhiteSmoke| Advanced F/B ... || X ||bgcolor=LightGreen| &amp;amp;radic; || X || X || X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--364--&amp;gt; || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Constructing the chart====&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;
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page.  Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Proposal to move this chart to the article page now, rather than waiting to fill it up.  People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
(The chart is currently complete.) --[[User:Tycho44|Tycho44]] 01:19, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Psychic Recognition added. --[[User:Tycho44|Tycho44]] 02:48, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Trailblazing added. --[[User:nine|nine]] 12:28, 19 July 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
At my request, Simon has given me the IDs of the highest-level player(s) in each class. They are:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; margin-left: 1em&amp;quot; |&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold; text-align: center&amp;quot;&lt;br /&gt;
! Class !! Player(s)&lt;br /&gt;
|-&lt;br /&gt;
| Scout     || {{profile|795}}&lt;br /&gt;
|-&lt;br /&gt;
| Warrior   || {{profile|697}}&lt;br /&gt;
|-&lt;br /&gt;
| Villager  || {{profile|208}}&lt;br /&gt;
|-&lt;br /&gt;
| Shaman    || {{profile|531}}&lt;br /&gt;
|-&lt;br /&gt;
| Explorer  || {{profile|696}}&lt;br /&gt;
|-&lt;br /&gt;
| Soldier   || {{profile|818}}&lt;br /&gt;
|-&lt;br /&gt;
| Settler   || {{profile|539}}&lt;br /&gt;
|-&lt;br /&gt;
| Scientist || {{profile|738}}&lt;br /&gt;
|-&lt;br /&gt;
| Pirate    || {{profile|1620}}, {{profile|1549}}&lt;br /&gt;
|}&lt;br /&gt;
We can refer to these when skills are added to the game to see who has it and who doesn't.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:53, 20 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that Soldiers don't get Trailblazing. --[[User:LouisB3|LouisB3]] 16:02, 21 July 2006 (UTC)&lt;br /&gt;
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==Starting AP==&lt;br /&gt;
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=9655</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=9655"/>
		<updated>2006-08-27T04:20:40Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Re: Melee buffs for intoxicated pirates&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==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;
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&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;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== 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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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&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;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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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;
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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;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
&lt;br /&gt;
[x] 3. Pirate lingo&lt;br /&gt;
&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;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&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.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
&lt;br /&gt;
This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Emergency medicine===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist|&lt;br /&gt;
suggest_description=At the moment, scientists have no significant advantages.  They start with 10 gold coins which, while it's nothing to sneeze at, doesn't really fit with their name.  Perhaps they could learn a skill that allowed them to heal without the use of a first aid kit.  First aid would be a prerequisite.  However, the skill would not allow them to heal as many HP as using an FAK would.  For example, they might only heal 2-5 HP.  This would allow scientists to wander in the jungle for long periods of time without resupplying, giving them a real advantage over other classes. However, using an FAK would still heal more and allow more XP per AP, so FAK's would not become obsolete. Would this be difficult to code?|&lt;br /&gt;
suggest_time=08:47, 11 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
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This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist/Shaman|&lt;br /&gt;
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|&lt;br /&gt;
suggest_time=09:33, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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&amp;quot;curse&amp;quot; might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)&lt;br /&gt;
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them &amp;quot;tech&amp;quot; skills but have them named within a scientific context, for instance the above &amp;quot;wounding&amp;quot; spell could be named &amp;quot;drug&amp;quot; or &amp;quot;poison&amp;quot; instead of say &amp;quot;curse&amp;quot; or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)&lt;br /&gt;
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===Haggle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=You can haggle with the traders and get stuff cheaper. When they are pissed off at you (for being there too long) the prices would become normal.|&lt;br /&gt;
suggest_time=20:20 EST 28/07/2006|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
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As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
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Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9605</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9605"/>
		<updated>2006-08-23T16:00:41Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Islands of Shartak&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=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.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*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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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=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?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*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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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=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.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*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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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=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.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*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;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=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.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''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.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* 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;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
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This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
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Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
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* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
&lt;br /&gt;
this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
&lt;br /&gt;
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
&lt;br /&gt;
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
::I've been tormented by ghosts and I think that we need to capture them with cameras, forcing them to revive instead of letting them wander back into town.--[[User:Darkferret|Darkferret]] 02:33, 22 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
|&lt;br /&gt;
suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Gandhi&amp;diff=9604</id>
		<title>User talk:Gandhi</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Gandhi&amp;diff=9604"/>
		<updated>2006-08-23T15:38:03Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Current Suggestion: Evolution&lt;br /&gt;
The many Island of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle.&lt;br /&gt;
To make these Island more desirable, I think new animals or stronger animals should be confined to these Islands.  When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland.  The same should be true with Shartak.&lt;br /&gt;
Possible new animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
*SNAKES! - Venomous Bite! (I know there are already snakes in the grasslands, but they're not attackable)&lt;br /&gt;
OR: Exotic Animals Never Before Seen By Man!&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP.&lt;br /&gt;
==Exorcism==&lt;br /&gt;
You're interested in exorcism and demonic possessions, you say? Good! Give me [[Talk:Suggestions#Exorcism|feedback]]! Pretty please?--[[User:Wifey|Wifey]] 04:01, 15 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Character_classes&amp;diff=9602</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=9602"/>
		<updated>2006-08-23T15:14:10Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Update to skills chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class skill chart==&lt;br /&gt;
&lt;br /&gt;
A &amp;amp;radic; mark means a class can have a skill, an X means they can't, and a question mark means it's unknown whether they can have the skill or not. Background colors are used for skills not known to be universal.&lt;br /&gt;
&lt;br /&gt;
When verifying that a class gets a skill, please include the ID of a player of that class with that skill &amp;lt;nowiki&amp;gt;&amp;lt;!--in comment tags--&amp;gt;&amp;lt;/nowiki&amp;gt; next to the &amp;amp;radic; mark (&amp;quot;&amp;amp;amp;radic;&amp;quot;). For example, if you were confirming that scouts got ''trailblazing'', you would find a scout with it (preferably a high-level one, like {{profile|712|Qberry}}) and insert their ID next to the checkmark, like this: &amp;quot;&amp;amp;amp;radic;&amp;lt;nowiki&amp;gt;&amp;lt;!--712--&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;. This gives everyone an easy way of verifying that the information is true, and it will give us profiles to check quickly when new skills appear.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that since it's impossible to prove publicly that a certain class ''can't'' have a skill (without giving away someone's login information), we should seek to prove that they ''can'' have it and, if such proof can't be found, assume that they can't.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; font-size: 90%; text-align: center&amp;quot; |&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ||colspan=4| Natives ||colspan=5| Outsiders&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scout&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Warrior&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Villager&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Shaman&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Explorer&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Soldier&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Settler&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scientist&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Pirate&lt;br /&gt;
|-&lt;br /&gt;
|Outs./nat. knowledge  || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Basic language        || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced language     || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Expert language       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Close quarter combat  || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced CQC          || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Body building         || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Stamina               || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Ghostly whisper       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Haunting scream       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Shocking shriek       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Banshee wail          || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Exploration           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Cartography           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Trekking              || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Trailblazing          ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--712--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X&lt;br /&gt;
|-&lt;br /&gt;
|Swimming              || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Basic tracking        || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced tracking     || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Expert tracking       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Tracking mastery       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Clan leadership       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; &lt;br /&gt;
|-&lt;br /&gt;
|Triage                || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Nat. med. / first aid || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Sixth sense           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Psychic recognition   || &amp;amp;radic;&amp;lt;!--712--&amp;gt; || &amp;amp;radic;&amp;lt;!--1093--&amp;gt; || &amp;amp;radic;&amp;lt;!--872--&amp;gt; || &amp;amp;radic;&amp;lt;!--842--&amp;gt; || &amp;amp;radic;&amp;lt;!--109--&amp;gt; || &amp;amp;radic;&amp;lt;!--364--&amp;gt; || &amp;amp;radic; || &amp;amp;radic;&amp;lt;!--33--&amp;gt; || &amp;amp;radic;&amp;lt;!--1571--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Seance                ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--208--&amp;gt; ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--842--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--2240--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X&lt;br /&gt;
|-&lt;br /&gt;
|Exorcism                ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--208--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X  &lt;br /&gt;
|-&lt;br /&gt;
|Animal affinity       ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--872--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X &lt;br /&gt;
|-&lt;br /&gt;
|Scavenging            ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--872--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X &lt;br /&gt;
|-&lt;br /&gt;
|Firearms/blowpipe ... ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--364--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X&lt;br /&gt;
|- bgcolor=MistyRose&lt;br /&gt;
|bgcolor=WhiteSmoke| Advanced F/B ... || X ||bgcolor=LightGreen| &amp;amp;radic; || X || X || X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--364--&amp;gt; || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Constructing the chart====&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;
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page.  Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Proposal to move this chart to the article page now, rather than waiting to fill it up.  People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
(The chart is currently complete.) --[[User:Tycho44|Tycho44]] 01:19, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Psychic Recognition added. --[[User:Tycho44|Tycho44]] 02:48, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Trailblazing added. --[[User:nine|nine]] 12:28, 19 July 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
At my request, Simon has given me the IDs of the highest-level player(s) in each class. They are:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; margin-left: 1em&amp;quot; |&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold; text-align: center&amp;quot;&lt;br /&gt;
! Class !! Player(s)&lt;br /&gt;
|-&lt;br /&gt;
| Scout     || {{profile|795}}&lt;br /&gt;
|-&lt;br /&gt;
| Warrior   || {{profile|697}}&lt;br /&gt;
|-&lt;br /&gt;
| Villager  || {{profile|208}}&lt;br /&gt;
|-&lt;br /&gt;
| Shaman    || {{profile|531}}&lt;br /&gt;
|-&lt;br /&gt;
| Explorer  || {{profile|696}}&lt;br /&gt;
|-&lt;br /&gt;
| Soldier   || {{profile|818}}&lt;br /&gt;
|-&lt;br /&gt;
| Settler   || {{profile|539}}&lt;br /&gt;
|-&lt;br /&gt;
| Scientist || {{profile|738}}&lt;br /&gt;
|-&lt;br /&gt;
| Pirate    || {{profile|1620}}, {{profile|1549}}&lt;br /&gt;
|}&lt;br /&gt;
We can refer to these when skills are added to the game to see who has it and who doesn't.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:53, 20 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that Soldiers don't get Trailblazing. --[[User:LouisB3|LouisB3]] 16:02, 21 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Starting AP==&lt;br /&gt;
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9599</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9599"/>
		<updated>2006-08-23T13:39:38Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Response to the Scurvy Crew&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Old messages are archived at [[Talk:Royal Expedition/Archive]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Scurvy Crew Of the Hell Born Strumpet ==&lt;br /&gt;
&lt;br /&gt;
I am Captain Dan and have the honour to be the Ships Surgeon of the Hell Born Strumpet. Despite what ye think of us, we are honourable. We wish to make the Island that yeselves and the Cult fight over a wildlife preserve for everyone, but especially Pirates. We hope that ye will not hurt a member of our crew while we are there. We are the largest group in Shartak, and our Captain dosn't normanly respond well to threats and attacks. Thanks and reply as soon as possible. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
The senate is currently debating our position on this matter, and will reply as soon as a consensus has been reached. [[User:Gitboy|Less Than Lethal]] 21:12, 15 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I doupt warfare would benefit either side. We've rejected raids on outsiders unless provocked and have turned our attentions elsewhere. I be not the Captain, so I doupt I can control the crew unless the Captain steps in(Which I doupt. He is far to busy, thus why I handle these things out of my own initive.) Don't start war on us, for your sakes as much as ours. Her Majesty can keep the isle, as long as She grants hunting rights to everyone(especialy pirates.) I await ye answer... '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
Maybe I thrased that statement wrong. We do not want the Island, we want hunting rights for it. How does that sound? '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
Here's a first draft of the local laws for the island, violation of which will be punishable by death and exile:&lt;br /&gt;
&lt;br /&gt;
+ any civilian allowed onto the Island, so long as they dont go on some sort of mad tree-felling ramage like that G3N fellow does&lt;br /&gt;
&lt;br /&gt;
+ no person or group other than the RE to claim control or sovreignity over the isle, unless they want a war&lt;br /&gt;
&lt;br /&gt;
+ no person or group to attack RE members or civilians, unless they want a war&lt;br /&gt;
&lt;br /&gt;
+ no consumption of alcohol on the isle&lt;br /&gt;
&lt;br /&gt;
+ no littering&lt;br /&gt;
&lt;br /&gt;
+ no using the island as a base for pirate raids&lt;br /&gt;
&lt;br /&gt;
+ no renaming the island, dammit&lt;br /&gt;
&lt;br /&gt;
These aren't yet finalised, but let us know what you think. -- [[User:Gitboy|Less Than Lethal]] 21:27, 22 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No way in all of Shartak ill we stop drinking! I'm not one for rum, but the others, well... They seem in order. Gandhi killed me on my first visit to the isle. I would like to know why. Here are our rules:&lt;br /&gt;
&lt;br /&gt;
+ kill any of us and blood will fly~(self defense is ok, but the offender will not recieve punisment from us if you kill them.)&lt;br /&gt;
&lt;br /&gt;
+You pronounce that the isle is a hunting preservation for the peoples of Shartak.&lt;br /&gt;
&lt;br /&gt;
+WE CAN DRINK RUM!!!!&lt;br /&gt;
&lt;br /&gt;
Other then that, fine! Please contact my Captain( Tyler Whitney) with the final draft. I can not stop the Crew from killin yet. To make sure of this, you have to contact the Captain. I can't get hold of him recently. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As to the reason I killed you: when you arrived on the Isle you destroyed the sign at the no violence zone, a symbolic gesture I did not take lightly.  In regards to your new rules:&lt;br /&gt;
&lt;br /&gt;
*The Royal Expedition wishes the Western Isle to be free to all citizens of Shartak; therefore, designating the Island as a hunting preserve would discourage access to it and promote unhealthy aggression.&lt;br /&gt;
*The first-strike clause I find perfectly acceptable&lt;br /&gt;
*We all enjoy a little fine wine in the evenings; however, drinking to excess is entirely of another matter.&lt;br /&gt;
&lt;br /&gt;
In its revised form, out rules stand as:&lt;br /&gt;
&lt;br /&gt;
+ All civilians shall be allowed onto the Island, except those who engage in deforestation and environmentally destructive activities.&lt;br /&gt;
&lt;br /&gt;
+ No person or group other than the RE shall claim control or sovereignty over the Isle, unless they want a war&lt;br /&gt;
&lt;br /&gt;
+ No person or group to attack RE members or civilians, unless they want a war (This clause has been amended to include members of the Scurvy Crew and other groups)&lt;br /&gt;
&lt;br /&gt;
+ No consumption of alcohol to excess on the Isle&lt;br /&gt;
&lt;br /&gt;
+ No using the island as a base for pirate raids&lt;br /&gt;
&lt;br /&gt;
+ No renaming the island (this includes &amp;quot;New Tortuga&amp;quot;)&lt;br /&gt;
[[User:Gandhi|Gandhi]] 13:39, 23 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== draft of an NPOV entry for the islet/island ==&lt;br /&gt;
I have attempted to draft what I hope is a relatively neutral-point-of-view entry for the wiki that links to both the Shark Island and La Islet Bonobo pages. I have tried to keep it relatively sparse and to link to the more detailled pages, rather than trying to encompass everything on one page (and inevitably leading to both groups feeling disatisfied that their position has been unfairly represented). I would appreciate your criticism and/or editiorial modifications.[[User:Anothertwilight|Anothertwilight]] 02:42, 5 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Notice  ==&lt;br /&gt;
&lt;br /&gt;
'''Evidence of [[Discordian Cargo Cult|DCC]] member killing &amp;quot;peaceful&amp;quot; RE member Morgan Freelance!  The DCC must be stopped!''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The despicable (although peculiarly honourable) members of the [[Discordian Cargo Cult|DCC]] have offered 'Terms of Engagement';&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That given that the conflict revolves around ownership of [[Shark Island]] (called by some [[La Islet Bonobo]]) that any violence remain restricted only to said island.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Royal Expedition recognises the wisdom of not embroiling the innocent in war and so affirm the Terms and agree to be bound by them.&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Gandhi&amp;diff=9587</id>
		<title>User:Gandhi</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Gandhi&amp;diff=9587"/>
		<updated>2006-08-23T02:06:26Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modern day Romantic poet, [http://www.shartak.com/profile.cgi?id=878 Gandhi] lives his life to the fullest with complete disregard for his safety and well being.&lt;br /&gt;
&lt;br /&gt;
Current Occupations:&lt;br /&gt;
*Writer&lt;br /&gt;
*Entrepreneur&lt;br /&gt;
*Con Artist&lt;br /&gt;
*Special Forces Soldier&lt;br /&gt;
&lt;br /&gt;
Specializes in:&lt;br /&gt;
*Espionage&lt;br /&gt;
*World Travel&lt;br /&gt;
*Cooking&lt;br /&gt;
*Grifting&lt;br /&gt;
&lt;br /&gt;
Currently exploring the issues of Exorcism and demonic possession.&lt;br /&gt;
&lt;br /&gt;
You can email me [http://wiki.shartak.com/index.php/Special:Emailuser/Gandhi here].&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Gandhi&amp;diff=9586</id>
		<title>User:Gandhi</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Gandhi&amp;diff=9586"/>
		<updated>2006-08-23T02:06:12Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modern day Romantic poet, [http://www.shartak.com/profile.cgi?id=878 Gandhi] lives his life to the fullest with complete disregard for his safety and well being.&lt;br /&gt;
&lt;br /&gt;
Current Occupations:&lt;br /&gt;
*Writer&lt;br /&gt;
*Entrepreneur&lt;br /&gt;
*Con Artist&lt;br /&gt;
*Special Forces Soldier&lt;br /&gt;
&lt;br /&gt;
Specializes in:&lt;br /&gt;
*Espionage&lt;br /&gt;
*World Travel&lt;br /&gt;
*Cooking&lt;br /&gt;
*Grifting&lt;br /&gt;
&lt;br /&gt;
Currently exploring the issues of Exorcism and demonic possession.&lt;br /&gt;
&lt;br /&gt;
You can email me [http://wiki.shartak.com/index.php/Special:Emailuser/The_Yorkman here].&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Character_classes&amp;diff=9579</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=9579"/>
		<updated>2006-08-22T21:06:15Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Added Exorcism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class skill chart==&lt;br /&gt;
&lt;br /&gt;
A &amp;amp;radic; mark means a class can have a skill, an X means they can't, and a question mark means it's unknown whether they can have the skill or not. Background colors are used for skills not known to be universal.&lt;br /&gt;
&lt;br /&gt;
When verifying that a class gets a skill, please include the ID of a player of that class with that skill &amp;lt;nowiki&amp;gt;&amp;lt;!--in comment tags--&amp;gt;&amp;lt;/nowiki&amp;gt; next to the &amp;amp;radic; mark (&amp;quot;&amp;amp;amp;radic;&amp;quot;). For example, if you were confirming that scouts got ''trailblazing'', you would find a scout with it (preferably a high-level one, like {{profile|712|Qberry}}) and insert their ID next to the checkmark, like this: &amp;quot;&amp;amp;amp;radic;&amp;lt;nowiki&amp;gt;&amp;lt;!--712--&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;. This gives everyone an easy way of verifying that the information is true, and it will give us profiles to check quickly when new skills appear.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that since it's impossible to prove publicly that a certain class ''can't'' have a skill (without giving away someone's login information), we should seek to prove that they ''can'' have it and, if such proof can't be found, assume that they can't.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; font-size: 90%; text-align: center&amp;quot; |&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ||colspan=4| Natives ||colspan=5| Outsiders&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scout&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Warrior&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Villager&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Shaman&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Explorer&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Soldier&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Settler&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scientist&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Pirate&lt;br /&gt;
|-&lt;br /&gt;
|Outs./nat. knowledge  || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Basic language        || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced language     || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Expert language       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Close quarter combat  || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced CQC          || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Body building         || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Stamina               || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Ghostly whisper       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Haunting scream       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Shocking shriek       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Banshee wail          || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Exploration           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Cartography           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Trekking              || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Trailblazing          ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--712--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X&lt;br /&gt;
|-&lt;br /&gt;
|Swimming              || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Basic tracking        || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced tracking     || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Expert tracking       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Tracking mastery       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Clan leadership       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; &lt;br /&gt;
|-&lt;br /&gt;
|Triage                || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Nat. med. / first aid || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Sixth sense           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Psychic recognition   || &amp;amp;radic;&amp;lt;!--712--&amp;gt; || &amp;amp;radic;&amp;lt;!--1093--&amp;gt; || &amp;amp;radic;&amp;lt;!--872--&amp;gt; || &amp;amp;radic;&amp;lt;!--842--&amp;gt; || &amp;amp;radic;&amp;lt;!--109--&amp;gt; || &amp;amp;radic;&amp;lt;!--364--&amp;gt; || &amp;amp;radic; || &amp;amp;radic;&amp;lt;!--33--&amp;gt; || &amp;amp;radic;&amp;lt;!--1571--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Seance                ||bgcolor=LemonChiffon| X? ||bgcolor=LemonChiffon| X? ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--208--&amp;gt; ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--842--&amp;gt; ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--2240--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X&lt;br /&gt;
|-&lt;br /&gt;
|Exorcism                ||bgcolor=LemonChiffon| X? ||bgcolor=LemonChiffon| X? ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--208--&amp;gt; ||bgcolor=LemonChiffon| X? ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X  &lt;br /&gt;
|-&lt;br /&gt;
|Animal affinity       ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--872--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X &lt;br /&gt;
|-&lt;br /&gt;
|Scavenging            ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--872--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X &lt;br /&gt;
|-&lt;br /&gt;
|Firearms/blowpipe ... ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--364--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X&lt;br /&gt;
|- bgcolor=MistyRose&lt;br /&gt;
|bgcolor=WhiteSmoke| Advanced F/B ... || X ||bgcolor=LightGreen| &amp;amp;radic; || X || X || X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--364--&amp;gt; || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Constructing the chart====&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;
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page.  Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Proposal to move this chart to the article page now, rather than waiting to fill it up.  People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
(The chart is currently complete.) --[[User:Tycho44|Tycho44]] 01:19, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Psychic Recognition added. --[[User:Tycho44|Tycho44]] 02:48, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Trailblazing added. --[[User:nine|nine]] 12:28, 19 July 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
At my request, Simon has given me the IDs of the highest-level player(s) in each class. They are:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; margin-left: 1em&amp;quot; |&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold; text-align: center&amp;quot;&lt;br /&gt;
! Class !! Player(s)&lt;br /&gt;
|-&lt;br /&gt;
| Scout     || {{profile|795}}&lt;br /&gt;
|-&lt;br /&gt;
| Warrior   || {{profile|697}}&lt;br /&gt;
|-&lt;br /&gt;
| Villager  || {{profile|208}}&lt;br /&gt;
|-&lt;br /&gt;
| Shaman    || {{profile|531}}&lt;br /&gt;
|-&lt;br /&gt;
| Explorer  || {{profile|696}}&lt;br /&gt;
|-&lt;br /&gt;
| Soldier   || {{profile|818}}&lt;br /&gt;
|-&lt;br /&gt;
| Settler   || {{profile|539}}&lt;br /&gt;
|-&lt;br /&gt;
| Scientist || {{profile|738}}&lt;br /&gt;
|-&lt;br /&gt;
| Pirate    || {{profile|1620}}, {{profile|1549}}&lt;br /&gt;
|}&lt;br /&gt;
We can refer to these when skills are added to the game to see who has it and who doesn't.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:53, 20 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that Soldiers don't get Trailblazing. --[[User:LouisB3|LouisB3]] 16:02, 21 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Starting AP==&lt;br /&gt;
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9521</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9521"/>
		<updated>2006-08-19T23:10:05Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Old messages are archived at [[Talk:Royal Expedition/Archive]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Scurvy Crew Of the Hell Born Strumpet ==&lt;br /&gt;
&lt;br /&gt;
I am Captain Dan and have the honour to be the Ships Surgeon of the Hell Born Strumpet. Despite what ye think of us, we are honourable. We wish to make the Island that yeselves and the Cult fight over a wildlife preserve for everyone, but especially Pirates. We hope that ye will not hurt a member of our crew while we are there. We are the largest group in Shartak, and our Captain dosn't normanly respond well to threats and attacks. Thanks and reply as soon as possible. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
The senate is currently debating our position on this matter, and will reply as soon as a consensus has been reached. [[User:Gitboy|Less Than Lethal]] 21:12, 15 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I doupt warfare would benefit either side. We've rejected raids on outsiders unless provocked and have turned our attentions elsewhere. I be not the Captain, so I doupt I can control the crew unless the Captain steps in(Which I doupt. He is far to busy, thus why I handle these things out of my own initive.) Don't start war on us, for your sakes as much as ours. Her Majesty can keep the isle, as long as She grants hunting rights to everyone(especialy pirates.) I await ye answer... '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== draft of an NPOV entry for the islet/island ==&lt;br /&gt;
I have attempted to draft what I hope is a relatively neutral-point-of-view entry for the wiki that links to both the Shark Island and La Islet Bonobo pages. I have tried to keep it relatively sparse and to link to the more detailled pages, rather than trying to encompass everything on one page (and inevitably leading to both groups feeling disatisfied that their position has been unfairly represented). I would appreciate your criticism and/or editiorial modifications.[[User:Anothertwilight|Anothertwilight]] 02:42, 5 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Notice  ==&lt;br /&gt;
&lt;br /&gt;
'''Evidence of [[Discordian Cargo Cult|DCC]] member killing &amp;quot;peaceful&amp;quot; RE member Morgan Freelance!  The DCC must be stopped!''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The despicable (although peculiarly honourable) members of the [[Discordian Cargo Cult|DCC]] have offered 'Terms of Engagement';&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That given that the conflict revolves around ownership of [[Shark Island]] (called by some [[La Islet Bonobo]]) that any violence remain restricted only to said island.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Royal Expedition recognises the wisdom of not embroiling the innocent in war and so affirm the Terms and agree to be bound by them.&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9514</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9514"/>
		<updated>2006-08-19T21:18:03Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Response to the Scurvy Crew&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Old messages are archived at [[Talk:Royal Expedition/Archive]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Scurvy Crew Of the Hell Born Strumpet ==&lt;br /&gt;
&lt;br /&gt;
I am Captain Dan and have the honour to be the Ships Surgeon of the Hell Born Strumpet. Despite what ye think of us, we are honourable. We wish to make the Island that yeselves and the Cult fight over a wildlife preserve for everyone, but especially Pirates. We hope that ye will not hurt a member of our crew while we are there. We are the largest group in Shartak, and our Captain dosn't normanly respond well to threats and attacks. Thanks and reply as soon as possible. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
The senate is currently debating our position on this matter, and will reply as soon as a consensus has been reached. [[User:Gitboy|Less Than Lethal]] 21:12, 15 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I doupt warfare would benefit either side. We've rejected raids on outsiders unless provocked and have turned our attentions elsewhere. I be not the Captain, so I doupt I can control the crew unless the Captain steps in(Which I doupt. He is far to busy, thus why I handle these things out of my own initive.) Don't start war on us, for your sakes as much as ours. Her Majesty can keep the isle, as long as She grants hunting rights to everyone(especialy pirates.) I await ye answer... '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
Parliament has recently passed a bill supporting the use of force to defend the Western Isle from the Pirate invasion.  I would advise you and your Captain to end the Scurvy Crew's raid of the Island, or be prepared to face the consequences. [[User:Gandhi|Gandhi]] 21:18, 19 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== draft of an NPOV entry for the islet/island ==&lt;br /&gt;
I have attempted to draft what I hope is a relatively neutral-point-of-view entry for the wiki that links to both the Shark Island and La Islet Bonobo pages. I have tried to keep it relatively sparse and to link to the more detailled pages, rather than trying to encompass everything on one page (and inevitably leading to both groups feeling disatisfied that their position has been unfairly represented). I would appreciate your criticism and/or editiorial modifications.[[User:Anothertwilight|Anothertwilight]] 02:42, 5 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Notice  ==&lt;br /&gt;
&lt;br /&gt;
'''Evidence of [[Discordian Cargo Cult|DCC]] member killing &amp;quot;peaceful&amp;quot; RE member Morgan Freelance!  The DCC must be stopped!''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The despicable (although peculiarly honourable) members of the [[Discordian Cargo Cult|DCC]] have offered 'Terms of Engagement';&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That given that the conflict revolves around ownership of [[Shark Island]] (called by some [[La Islet Bonobo]]) that any violence remain restricted only to said island.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Royal Expedition recognises the wisdom of not embroiling the innocent in war and so affirm the Terms and agree to be bound by them.&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=9267</id>
		<title>Category talk:Delete</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=9267"/>
		<updated>2006-08-01T15:38:24Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Valid reasons for deletion ==&lt;br /&gt;
Current policy is to only delete pages and files which have been tagged for deletion for at least one week (see [[Template:Delete]]) without being contested on this talk page. (Pages whose deletion requests have been contested may only be deleted if there is a consensus to do so.) Deletions and deletion requests are acceptable for articles, files, categories, and templates in the main [http://meta.wikimedia.org/wiki/namespace namespace] with:&lt;br /&gt;
* '''No content''' or very little content (being under 1,024 bytes in size) ''(does not apply to categories and templates)'';&lt;br /&gt;
* '''Inappropriate content''', which may include spam, illegal or vulgar content, or any content unrelated to the game; or&lt;br /&gt;
* '''Redundant content''', being identical or nearly identical to an existing page that is more widely used.&lt;br /&gt;
[[:Category:Redirects|Redirects]], [[Special:Categories|categories]] and [[:Category:Templates|templates]] are eligible for deletion if they are unused or virtually unused (according to Special:Whatlinkshere or, in the case of categories, the category listing) and have no apparent use or potential. Redirects for common misspellings, abbreviations, and synonyms are acceptable.&lt;br /&gt;
&lt;br /&gt;
User subpages and clan pages may be deleted at the request of the original author if no other users have made major edits to them.&lt;br /&gt;
&lt;br /&gt;
A talk page may be deleted without notice if its article doesn't exist and its content appears elsewhere on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Talk page policy discussion ==&lt;br /&gt;
I think it goes without saying that for any page that is deleted the accompanying talk page should be removed as well. It's a process that doesn't require tagging with the Delete template, though that helps point out to administrators that there is a talk page. --[[User:Lint|Lint]] 22:22, 18 June 2006 (BST)&lt;br /&gt;
:Agreed; see my addition above. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:53, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Redirects==&lt;br /&gt;
Due to the large volume of nominations, the redirect deletion nominations that occurred on 11 June 2006 will be discussed here. Please leave comments listed under the opening statement. Please leave your vote in the appropriate keep or kill list for better tabulation. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
:This looks like the place for redirects that are deletion candidates. Is there another place for us to archive the &amp;quot;best of&amp;quot; redirects: Redirects that can be nominated as integral to the current structure of the wiki? For example, I would suggest that all of the '''skills''' (e.g. [[Scavenging]]), '''terrain types''', '''character classes''', and '''items''' in Shartak need at least one redirect, until such time as each term earns its own individual page. --[[User:Tycho44|Tycho44]] 22:00, 13 June 2006 (BST)&lt;br /&gt;
::Perhaps note those on the ''Category talk:Redirects'' page? Is that visible enough? --[[User:Lint|Lint]] 22:19, 13 June 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;I dont know why this is an issue. There can never be too many redirects in my opinion. If someone editing an article writes &amp;quot;Advanced Tracking&amp;quot;, better if it redirects to [[Tracking]] than having a red link. If someone directly enters an address into the url bar of their browser, e.g. if they go to [[Main Page]] and replace the words &amp;quot;Main Page&amp;quot; in the url with an alternate capitalization scheme or an alternate wording of an item or skill or group or anything else, better they get a redirect to the relevant thing than an empty page. If someone enters a word into the search box and hits enter, but what they enter isn't the precisely correct capitalization/phrasing/plural of the item or skill or whatever they are looking for, better they get redirected to the relevant article than to a blank page. E.g. If someone hears about the heavy sword in-game, and comes here, types &amp;quot;sword&amp;quot; into the search box, much better that they get redirect to [[Items]] (or melee weapons, if it is ever created) so they can read about heavy sword, rather than getting a page full of search results which includes suggestions pages, group pages, and other non-relevant pages. Clan pages should have any necessary redirects if there are variations in their name. e.g. Wicksick headhunters, Wicksick Headhunters, Wiksik headhunters, Wiksick headhunters etc. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
:First, if someone editing an article links to ''Advanced Tracking'', they miscapitalized the skill's name. Such errors should be corrected in the articles containing them, not accomodated by keeping and creating redirects for every typo we encounter. (That is, the redirect is only needed if the typo isn't fixed.) Second, if someone types in a URL for an article that doesn't exist, they shouldn't get anything; that's what the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; buttons are for. Servers shouldn't be expected to accommodate URL guessing by users who can just as easily visit the main page and search for what they want. Third, we've already established that capitalization is irrelevant for the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; functions. Also, I'm rather sure that the only plurals up for deletion are those that are wrongly capitalized, such as ''Poisonous Berries'' (which is unnecessary given the existence of ''Poisonous berries''). And finally, searches for phrases with words out of order (such as &amp;quot;york patriots order&amp;quot;) are extremely likely to give the correct page (''Order of Patriots'') as the #1 hit , so redirects are unnecessary for the very few people who might enter such search terms. In short, we shouldn't use redirects for things the &amp;quot;Search&amp;quot; button was made to handle. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:29, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I just deleted a whole bunch of these, as I had been planning to do in a day or three, at [[User:Tycho44|Tycho44]]'s [[User talk:Elembis#Delete-marked redirects|prompting]]. I don't think I deleted any we hadn't agreed on, but if I did, it's not a terribly difficult thing to fix. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 14:59, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Uppercases ===&lt;br /&gt;
:''Advanced Tracking, Expert Tracking, Firearms Training, First Aid, Natural Medicine''&lt;br /&gt;
Not necessarily bad uppercases. Thery are common enough for use with the search bar and the &amp;quot;go&amp;quot; feature. (Note: Per example provided by Elembis, the author has removed their initial Keep vote.) --[[User:Lint|Lint]] 19:29, 11 June 2006 (BST))&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
&amp;lt;!-- # '''Keep''' - --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST) --&amp;gt;&lt;br /&gt;
# '''Keep'''. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Kill'''. &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; appear to be case-insensitive. For example, [[Native knowledge]] doesn't exist, but typing &amp;quot;native knowledge&amp;quot; in the search box and hitting &amp;quot;Go&amp;quot; takes me to [[Native Knowledge]] (which redirects to [[Skills]]). Also, searches for &amp;quot;native knowledge&amp;quot; and &amp;quot;Native Knowledge&amp;quot; give identical results. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:16, 11 June 2006 (BST)&lt;br /&gt;
# '''Kill''' As noted, this redirect has no actual function. The wiki operates correctly without it (using lowercase redirect). --[[User:Tycho44|Tycho44]] 05:32, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
:''Clans, Herbs, Huts, Spirits''&lt;br /&gt;
Not necessarily bad plurals. They are common terms useful when using the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. I made all of these deletion requests without &amp;quot;Go&amp;quot; in mind. Plurals are indeed useful enough to be worth keeping. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:37, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' The term ''herbs'' is extremely common, far more likely than ''herb''. --[[User:Tycho44|Tycho44]] 05:16, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
:''Sword, Trading post''&lt;br /&gt;
Ingame terms or conceivably common player-used alternatives.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. The game itself says &amp;quot;It looks like this hut is some kind of native '''trading post'''&amp;quot;, at least in Raktam, and &amp;quot;sword&amp;quot; is a close synonym for &amp;quot;heavy sword&amp;quot;. However, I think we should be careful to only allow articles for terms that are actually used by the game or other players, rather than open the door for all terms players might use as synonyms (&amp;quot;shop&amp;quot;, &amp;quot;market&amp;quot;, &amp;quot;merchant's store&amp;quot;, etc.). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' Perhaps some obscure redirects might merit deletion, but only on a case-by-case basis. Any terms that are in common use (whether in-game or in forums) should be linked to their meaning. That's what the Shartak wiki is intended for! --[[User:Tycho44|Tycho44]] 05:38, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Clans 1 ===&lt;br /&gt;
:''RE, Mercenarys Guild''&lt;br /&gt;
Clan acronyms and workarounds to punctuation (periods, apostrophes and so forth) should be acceptible.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Strong Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
# '''Whatever'''. =) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Clans 2 ===&lt;br /&gt;
:''Order of York Patriots, The Order of Patriots, The south shartak trading company, The Wailers, York Patriots, ''&lt;br /&gt;
A bit spammy perhaps, but they help mainly with use with the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Split'''. Redirects consisting only of a clan's name prefixed by &amp;quot;The&amp;quot; are okay and likely to be searched for, so we should '''keep''' ''The Order of Patriots'' and ''The south shartak trading company'' (moving it to ''The South Shartak Trading Company''). However, we should '''kill''' greater deviations like ''Order of York Patriots'' because they are (1) probably searched for rarely, if at all, (2) extremely likely to give the correct page as the top hit in a search if the redirect doesn't exist (e.g., search for &amp;quot;order of patriots york&amp;quot; or &amp;quot;headhunters wiksik&amp;quot;), (3) likely to point people to the wrong clan page, or be contested, without a vagueness limit (e.g., does &amp;quot;york protectors&amp;quot; refer to the [[Colonial Police]] or the [[Order of Patriots]]?), and (4) likely to cause additional (if limited) article bloat as more clans are formed. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
== Royal Expedition talk archive ==&lt;br /&gt;
[[User:One of many doctors|One of many doctors]] nominated '''[[Talk:Royal Expedition/Archive]]''' for deletion on 02:12, 1 August 2006 (UTC) &amp;quot;because there is already a page for this&amp;quot; and explained on [[User talk:One of many doctors#Archiving the RE talk page]] that the page mentioned is an off-site one at the RE forums which requires registration to access. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:25, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# '''Keep'''. It's much easier to browse, search and link to other Shartak-related content if it is not removed from the wiki to external sites, much less external sites that require registration to access the content. Furthermore, a link to content which is accessible to everyone is preferable by far to a link to content with limited access, regardless of which link leads to an external site. There is no page on the wiki with the content of the page under discussion, and it contains useful information that should remain public in every sense of the word. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:25, 1 August 2006 (UTC)&lt;br /&gt;
#'''Delete'''. We can change the Archive on our page to public viewing if there is a request. Most of the so called &amp;quot;information&amp;quot; is infact just opinions and/or ranting. We don't feel a need for people to read these opinions since some a past issues that we're trying to work ahead of. For example the whole DCC issue we feel is over. We do not want people to read the past discussions and feel we still have bad blood between us. --[[User:One of many doctors|One of many doctors]] 02:56, 1 August 2006 (UTC)&lt;br /&gt;
# '''Passively Indifferent/Keep'''. I see it as a simple issue of history.  The RE has a rich history that should be preserved, but I'm not sure whether that warrants it's own specific page on the wiki.  A simple link from the current talk page I think would be appropriate, since 'hiding' the information is pointless since its stored in the wiki archives anyways.  I'm for keeping it at the moment but am open to other suggestions. --[[User:Gandhi|Gandhi]] ([[User talk:Gandhi|talk]]) 1 August 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Character_classes&amp;diff=9001</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=9001"/>
		<updated>2006-07-25T20:06:08Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Added Tracking Mastery to chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class skill chart==&lt;br /&gt;
&lt;br /&gt;
A &amp;amp;radic; mark means a class can have a skill, an X means they can't, and a question mark means it's unknown whether they can have the skill or not. Background colors are used for skills not known to be universal.&lt;br /&gt;
&lt;br /&gt;
When verifying that a class gets a skill, please include the ID of a player of that class with that skill &amp;lt;nowiki&amp;gt;&amp;lt;!--in comment tags--&amp;gt;&amp;lt;/nowiki&amp;gt; next to the &amp;amp;radic; mark (&amp;quot;&amp;amp;amp;radic;&amp;quot;). For example, if you were confirming that scouts got ''trailblazing'', you would find a scout with it (preferably a high-level one, like {{profile|712|Qberry}}) and insert their ID next to the checkmark, like this: &amp;quot;&amp;amp;amp;radic;&amp;lt;nowiki&amp;gt;&amp;lt;!--712--&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;. This gives everyone an easy way of verifying that the information is true, and it will give us profiles to check quickly when new skills appear.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that since it's impossible to prove publicly that a certain class ''can't'' have a skill (without giving away someone's login information), we should seek to prove that they ''can'' have it and, if such proof can't be found, assume that they can't.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; font-size: 90%; text-align: center&amp;quot; |&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| ||colspan=4| Natives ||colspan=5| Outsiders&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scout&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Warrior&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Villager&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Shaman&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Explorer&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Soldier&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Settler&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scientist&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Pirate&lt;br /&gt;
|-&lt;br /&gt;
|Outs./nat. knowledge  || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Basic language        || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced language     || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Expert language       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Close quarter combat  || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced CQC          || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Body building         || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Stamina               || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Ghostly whisper       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Haunting scream       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Shocking shriek       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Banshee wail          || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Exploration           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Cartography           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Trekking              || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Trailblazing          ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--712--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X&lt;br /&gt;
|-&lt;br /&gt;
|Swimming              || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Basic tracking        || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced tracking     || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Expert tracking       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Tracking mastery       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Clan leadership       || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; &lt;br /&gt;
|-&lt;br /&gt;
|Triage                || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Nat. med. / first aid || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Sixth sense           || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic; || &amp;amp;radic;&lt;br /&gt;
|-&lt;br /&gt;
|Psychic recognition   || &amp;amp;radic;&amp;lt;!--712--&amp;gt; || &amp;amp;radic;&amp;lt;!--1093--&amp;gt; || &amp;amp;radic;&amp;lt;!--872--&amp;gt; || &amp;amp;radic;&amp;lt;!--842--&amp;gt; || &amp;amp;radic;&amp;lt;!--109--&amp;gt; || &amp;amp;radic;&amp;lt;!--364--&amp;gt; || &amp;amp;radic; || &amp;amp;radic;&amp;lt;!--33--&amp;gt; || &amp;amp;radic;&amp;lt;!--1571--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Seance                ||bgcolor=LemonChiffon| X? ||bgcolor=LemonChiffon| X? ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--208--&amp;gt; ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--842--&amp;gt; ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--2240--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X&lt;br /&gt;
|-&lt;br /&gt;
|Animal affinity       ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--872--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X &lt;br /&gt;
|-&lt;br /&gt;
|Scavenging            ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--872--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X &lt;br /&gt;
|-&lt;br /&gt;
|Firearms/blowpipe ... ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--364--&amp;gt; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X&lt;br /&gt;
|- bgcolor=MistyRose&lt;br /&gt;
|bgcolor=WhiteSmoke| Advanced F/B ... || X ||bgcolor=LightGreen| &amp;amp;radic; || X || X || X ||bgcolor=LightGreen| &amp;amp;radic;&amp;lt;!--364--&amp;gt; || X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Constructing the chart====&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;
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page.  Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Proposal to move this chart to the article page now, rather than waiting to fill it up.  People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
(The chart is currently complete.) --[[User:Tycho44|Tycho44]] 01:19, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Psychic Recognition added. --[[User:Tycho44|Tycho44]] 02:48, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Trailblazing added. --[[User:nine|nine]] 12:28, 19 July 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
At my request, Simon has given me the IDs of the highest-level player(s) in each class. They are:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; margin-left: 1em&amp;quot; |&lt;br /&gt;
|-bgcolor=&amp;quot;#ddd&amp;quot; style=&amp;quot;font-weight: bold; text-align: center&amp;quot;&lt;br /&gt;
! Class !! Player(s)&lt;br /&gt;
|-&lt;br /&gt;
| Scout     || {{profile|795}}&lt;br /&gt;
|-&lt;br /&gt;
| Warrior   || {{profile|697}}&lt;br /&gt;
|-&lt;br /&gt;
| Villager  || {{profile|208}}&lt;br /&gt;
|-&lt;br /&gt;
| Shaman    || {{profile|531}}&lt;br /&gt;
|-&lt;br /&gt;
| Explorer  || {{profile|696}}&lt;br /&gt;
|-&lt;br /&gt;
| Soldier   || {{profile|818}}&lt;br /&gt;
|-&lt;br /&gt;
| Settler   || {{profile|539}}&lt;br /&gt;
|-&lt;br /&gt;
| Scientist || {{profile|738}}&lt;br /&gt;
|-&lt;br /&gt;
| Pirate    || {{profile|1620}}, {{profile|1549}}&lt;br /&gt;
|}&lt;br /&gt;
We can refer to these when skills are added to the game to see who has it and who doesn't.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:53, 20 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that Soldiers don't get Trailblazing. --[[User:LouisB3|LouisB3]] 16:02, 21 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Starting AP==&lt;br /&gt;
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Identify_Friend_or_Foe&amp;diff=6797</id>
		<title>Talk:Identify Friend or Foe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Identify_Friend_or_Foe&amp;diff=6797"/>
		<updated>2006-06-07T15:43:42Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have to confess that I'm kind of wary of user-related templates and categories as they have a tendency to get out of hand. --[[User:Lint|Lint]] 02:43, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I find the functional logic behind this initiave highly flawed. I could take a player down to 1 HP, then leave him be, and still be considered &amp;quot;friendly&amp;quot;. Furthermore, I could retaliate from a player of another group attacking me, and be permanently branded hostile. Killing another player of a rival group should not permanently label that player as hostile forever, as it doesn't take into account his current behavior or those circumstances. Finally, its much easier to barefist punch a player to reveal this same info, as it has a low chance of actually hitting, and causes nominal damage. Gold is not (yet) such a worthless commodity to give to players out of hand simply to discover if they've ever killed. --[[User:Jackel|Jackel]] 05:02, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Yeah, i've been using the highly refined 'IFF Bitchslap' technique to identify natives I'm meant to be co-operating with, and have only caused a few bruised egos.  I like the thinking behind the gold-giving idea, but those little shiny coins dont come free.  Although I agree with some of Jackel's criticisms, being able to view somebody's profile is a huge advantage; for a start, that little bit that says 'Clan membership: WickSick Headhunters', or 'Outsiders Killed: 58' is a pretty good guide, and besides, what sort of freak goes around knocking people down to 1AP and then leaving them? (apart from me on UD, but thats just funny. Shartak doesn't have infectious bite and feeding groan, so most of the comedy value and suspense would be lost in this situation)  --Gitboy 11:21, 3June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I've noticed that the option of giving nothing is now available under the selection for giving gold.  This makes it possible to identify a person without losing gold.  Therefore, the IFF no longer serves a purpose. --[[User:Gandhi|Gandhi]] 22:49, 6 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I would argue that the IFF still serves a purpose, since you still need to go through th rigmarole of not giving them a gold goin; this just makes it a lot cheaper to do so.  The IFF project now has my full support, cheapskate that I am :)  -- Gitboy 10:15, 7 June 2006&lt;br /&gt;
&lt;br /&gt;
I will support it if the language is changed.  Since it's no longer necessary to give a gold coin, say so on the IFF page.  I'd rather have no IFF than a bunch of new comers to the Island giving away all their booty.  I would change it to say that one should use the Give: -Nothing- option to identify a person. --[[User:Gandhi|Gandhi]] 16:43, 7 June 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Identify_Friend_or_Foe&amp;diff=6781</id>
		<title>Talk:Identify Friend or Foe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Identify_Friend_or_Foe&amp;diff=6781"/>
		<updated>2006-06-06T21:49:04Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Solution to IFF issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have to confess that I'm kind of wary of user-related templates and categories as they have a tendency to get out of hand. --[[User:Lint|Lint]] 02:43, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I find the functional logic behind this initiave highly flawed. I could take a player down to 1 HP, then leave him be, and still be considered &amp;quot;friendly&amp;quot;. Furthermore, I could retaliate from a player of another group attacking me, and be permanently branded hostile. Killing another player of a rival group should not permanently label that player as hostile forever, as it doesn't take into account his current behavior or those circumstances. Finally, its much easier to barefist punch a player to reveal this same info, as it has a low chance of actually hitting, and causes nominal damage. Gold is not (yet) such a worthless commodity to give to players out of hand simply to discover if they've ever killed. --[[User:Jackel|Jackel]] 05:02, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Yeah, i've been using the highly refined 'IFF Bitchslap' technique to identify natives I'm meant to be co-operating with, and have only caused a few bruised egos.  I like the thinking behind the gold-giving idea, but those little shiny coins dont come free.  Although I agree with some of Jackel's criticisms, being able to view somebody's profile is a huge advantage; for a start, that little bit that says 'Clan membership: WickSick Headhunters', or 'Outsiders Killed: 58' is a pretty good guide, and besides, what sort of freak goes around knocking people down to 1AP and then leaving them? (apart from me on UD, but thats just funny. Shartak doesn't have infectious bite and feeding groan, so most of the comedy value and suspense would be lost in this situation)  --Gitboy 11:21, 3June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I've noticed that the option of giving nothing is now available under the selection for giving gold.  This makes it possible to identify a person without losing gold.  Therefore, the IFF no longer serves a purpose. --[[User:Gandhi|Gandhi]] 22:49, 6 June 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Character_classes&amp;diff=6207</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=6207"/>
		<updated>2006-05-29T16:47:23Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class and Skill Chart==&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;
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page.  Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Proposal to move this chart to the article page now, rather than waiting to fill it up.  People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
===Chart===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;font-family:verdana,sans-serif;font-size:90%;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|&amp;amp;nbsp;           || colspan=4 | Natives || colspan=5 | Outsiders&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scout&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Warrior&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Villager&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Shaman&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Explorer&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Soldier&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Settler&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scientist&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Pirate&lt;br /&gt;
|-&lt;br /&gt;
|STILL TO VERIFY:|| 1 || - || 2 || - || 1 || - || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Outs/Native Knowl.. || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Basic Language      || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Language   || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Expert Language     || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Close quarter com.. || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced close qu.. || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Body building       || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Stamina             || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Sixth Sense         || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Ghostly Whisper     || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Haunting Scream     || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Shocking Shriek     || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Banshee Wail        || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Exploration         || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Cartography         || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Trekking            || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Swimming            || X || X ||(?)|| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Basic Tracking      || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Tracking   || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Expert Tracking     || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Clan Leadership     || X || X ||(?)|| X ||(?)|| X ||(?)||X|| X &lt;br /&gt;
|-&lt;br /&gt;
|Triage              || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Nat Med / First Aid || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Animal Affinity     || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Scavenging          || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Firearms / Blowpipe || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Fire/Blowp || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Starting AP==&lt;br /&gt;
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Oulatek&amp;diff=4975</id>
		<title>User talk:Oulatek</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Oulatek&amp;diff=4975"/>
		<updated>2006-05-17T01:56:44Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: A lá Duel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I fail to understand why I'm suddenly a 12 year old fool.  Care to explain, or would you rather result to childish name calling as your primary defense? --[[User:Gandhi|Gandhi]] 22:31, 4 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Shark Island&amp;quot; sounds super-cool to a twelve year old. -[[User:Oulatek|Oulatek]] 14:49, 5 May 2006 (BST)&lt;br /&gt;
:I noticed that your now a member of the Royal Expedition forum.  If you check the post I made about the island, you would recognize that the name was a hypothetical suggestion.  With that aside, what would be an agreeable date, time and location for the duel?--[[User:Gandhi|Gandhi]] 22:00, 5 May 2006 (BST)&lt;br /&gt;
::The location would have to be La Islet Bonobo.  The time would be Monday, May 8 at 4:00 PM BST.  All occupants of Shartak are hereby advised not to attack Oulatek or Ghandi, as they are saving themselves for marrage. -[[User:Oulatek|Oulatek]] 22:33, 5 May 2006 (BST)&lt;br /&gt;
:::Unfortunately, the time you suggest for our duel lies in the middle of the night, and hence I think visibility will be especially poor.  At the current moment I will not be able to duel at this hour, but I will suggest a new time for our meeting as soon as possible.--[[User:Gandhi|Gandhi]] 01:53, 8 May 2006 (BST)&lt;br /&gt;
::::(sorry for OOC but are you saying you are in Australia or NZ or China or something??  I assumed Europe or North America, my bad.  I'm in North America, so try to pick a time that's not middle of the night there.) -[[User:Oulatek|Oulatek]] 21:39, 8 May 2006 (BST)&lt;br /&gt;
:::After a week long pilgrimage in York, I have become in touch with my inner self and have centered my focal energies.  I also got a LASIK eye corrective surgery in the York medical hut, and can now see well in low light conditions.  Oulatek, I am now prepared (again) to fight you to the death at dusk on the disputed Western Isle.  I am currently making the journey from York to the site of our duel, and will arrive in a matter of days.  I believe that after this duel, no matter the outcome, all differences between us shall be absolved.  Upon my arrival, I will post a date and time for our Final Battle.  Until then, I bid you adieu.--[[User:Gandhi|Gandhi]] 02:56, 17 May 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Stop messing with the RE page. --[[User:One of many doctors|One of many doctors]] 00:21, 9 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Oulatek - There is a page [[Western Islets]] that I have created (although it has been added to, considerably by others). It includes blanks for the dates when the DCC first announced their claim to the La Islet Bonobo and the date you first announced its name. Would you mind adding those details? [[User:Anothertwilight|Anothertwilight]] 07:40, 10 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Suggestions&amp;diff=4974</id>
		<title>Talk:Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Suggestions&amp;diff=4974"/>
		<updated>2006-05-17T01:41:36Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: re: exorcism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Slith|Slith]] has proposed the adoption of a suggestion template, much like that which is used on the Urban Dead wiki. I have taken a little liberty with the design and have modified it slightly to have borders and include the author's name. I propose that this template be worked on for a week and then formally adopted. --[[User:Lint|Lint]] 05:21, 24 March 2006 (GMT)&lt;br /&gt;
*Well, it's over a week and no one seems to object. I'll be setting up the suggestion pages with example template usage. --[[User:Lint|Lint]] 23:10, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Lets use a suggestion template ===&lt;br /&gt;
Lets use a suggestion template &lt;br /&gt;
&lt;br /&gt;
Like the one from Urbandead, Because honestly this page is very messy&lt;br /&gt;
&lt;br /&gt;
===Suggestion Name===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=18:24, 19 March 2006 (GMT)|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=Full description. Check spelling and be descriptive.|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Comments here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Exorcism==&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, requires Sixth Sense|&lt;br /&gt;
suggest_scope=Shamans, possibly others|&lt;br /&gt;
suggest_description=As my shaman character tries to appease an evil spirit verbally, begging it in vain to leave his poor village alone, I find myself wondering why he cannot, as his village shaman had before him, placate the spirits and protect himself and others from them. Now, the way I roleplay the character, it makes perfect sense; he is not yet truly a shaman, but training in the shamanic arts as one of the Raktam shaman's apprentices.&lt;br /&gt;
&lt;br /&gt;
I'm actually considering two or three ideas here, but, to save space, I'm suggesting it as one. Please give me your thoughts on both, and which one you prefer. For both of these ideas for skills, I'm thinking Shaman-only. I don't like restricting things to only one side, but shamans are the only ones for whom it really seems to make sense. Perhaps the addition of a Priest or Missionary class for outsiders would change this?&lt;br /&gt;
&lt;br /&gt;
The first idea, '''Exorcism''', is an active ability. When a spirit is present in your &amp;quot;block,&amp;quot; you can Exorcise them for 1 AP, shunting them out of it 1 square in a random direction (if inside a building, simply out of it). Now, moving them one square away is hardly a block from further spiritual attacks, so perhaps this could also keep spirits from entering the block for a certain time period? I'm thinking perhaps 24 hours. Not a terrible restraint. Still, it keeps them out for a while. This would probably look good on a Missionary/Priest.&lt;br /&gt;
&lt;br /&gt;
The second idea doesn't really have a name yet. I'm thinking, perhaps, '''Placation.''' For now, let's pretend that's the name. Placation is a passive ability. It does not restrict the movement of spirits, but, rather, restricts what they can do in your presence. When a shaman (for this feels like it would be more in line with the Shaman class than Exorcism) learns this, spirits are no longer capable of wailing and screaming in his presence. Rather, while in the same &amp;quot;block&amp;quot; as the shaman, they get the same message that they used to get when trying to scream and wail in a village; that the present shaman is blocking it. They could still stay in the area, and they could speak via Ghostly Whisper, but they cannot Scream or Wail.&lt;br /&gt;
&lt;br /&gt;
So. Thoughts? eally, this is less of a suggestion and more of a proto-suggestion. A quick jotting down of my thoughts on this, so that, through discussion, it can form into a defined suggestion. Hence my placing it in the Discussion page.|&lt;br /&gt;
suggest_time=04:12, 6 May 2006 (BST)|&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;
I like Exorcism, particularly since i was writing up my own &amp;quot;Spirit Turning&amp;quot; suggestion.  I'd change it by having the skill push a spirit 1-5 squares away in a random direction, but with no time limit - seems that  would be a lot of overhead to keep track of, and as a spirit AP spent moving is a bit valuable.  Perhaps also add a percentage chance for success, or a heavier AP requirement to use the skill.  I don't like Placation being a passive skill - the end result is an island on which screaming and wailing are useless.  Maybe better if placation only worked in certain areas, like villages. Scientists should be able to use both skills - a full anthropological study of native lore has resulted in the scientist's knowledge of such matters. --[[User:Frisco|Frisco]] 17:45, 6 May 2006 (BST)&lt;br /&gt;
:I thought about the &amp;quot;multiply it by 10,000&amp;quot; rule for placation, but, to be honest... Not all natives are shamans. As a matter of fact, only 35% are. I would see no problem with an &amp;quot;only villages&amp;quot; restriction on it, though. Regarding Exorcism, I also had thought about pushing spirits out multiple squares. Then I thought, &amp;quot;What about when they're inside buildings? How do you handle it then?&amp;quot; I also thought of it randomly teleporting them to an entirely random spot within 50 squares of one's place on the map (and doing away with the warding bit of it). Re-reading Kate Elliot's ''Crown of Stars'' series, I had another idea: placing wards against spirits (evil or otherwise) on huts. It would, of course, only block them from entering the warded hut, and the ward wold have to be temporary. That idea is still very early in its formative stages, though.--[[User:Wifey|Wifey]] 18:08, 6 May 2006 (BST)&lt;br /&gt;
::I'm uneasy with so much power being given just to the Shamans because the Outsiders are suffering just as badly. I like this ward proposal because it allows for all types and classes to have access to the ability. If these are physical tokens placed on huts (like signposts, destroyable) it would be advantageous for the hometown to maintain wards and it would be advantageous for invanding armies to tear these down so they can have a spirit foothold as well. Placing a ward on an enterable village building or shipwreck compartment could simply prevent spirits from entering and eject spirits currently inside. The ruins and whatnot can remain ward-less. --Re:Placate/Exorcism: I think Placate could be acceptable if it only reduced the chance of damage slightly to the Shaman, not eliminate it completely. Without access to GPS, I think spirits get lost easily in the jungle so I can see a forceful banishing Exorcism being extremely powerful forcing them to ultimately give up and Contact a Shaman. It would require a percent chance and high AP cost to balance out. I'd be more easy with these being Shaman-exclusive powers if the Scientists or Outsiders in general got a skill boost as well. --[[User:Lint|Lint]] 20:09, 6 May 2006 (BST)&lt;br /&gt;
:::Would wards need be any different than regular writing, just done by people with the ward-writing skill?  This way there's a pre-existing mechanism for them to exist and to be removed - Simon need only add a flag that a given text blob is a ward, and a checkbox added for those with the skill.  Write anything anywhere and for +1AP it is also a ward.  Others (maybe only spirits or others with the skill?) who read the ward should also see some indication that it is a ward. --[[User:Frisco|Frisco]] 01:40, 7 May 2006 (BST)&lt;br /&gt;
::::Er... I actually wasn't thinking of a ward being a physical item. Rather, I thought a hut would be warded through shamanic rites and rituals. Thus, it would still be a skill. I don't think more than one class per side (as obviously both sides need ''some'' measure of defense) should have access to such protection, though; certainly, warding a hut will protect everyone inside, but we don't want to let everyone ward huts. That just means that, no matter what, all huts (and the ship, and anything else wardable) will end up warded ''all'' the time. By limiting it to only Shamans on the native side, and either some missionary class or scientists (ugh. Scientists ''wouldn't'' perform shamanic rituals; they're ''scientists''. They'll study them, but not perform), the skill will be harder to abuse and spirits will still be playable.--[[User:Wifey|Wifey]] 02:08, 7 May 2006 (BST)&lt;br /&gt;
:::::Scientists i picture are more like Hopkins' Professor Van Helsing in Coppola's Dracula or Sutherland's Dr. Cid in Final Fantasy - willing to devote scientific study to the supernatural and use the skills/knowledge gained therein.  IIRC Van Helsing's the one who drew wards on the ground outside Dracula's castle, but it's been a while since i saw the flick. I like wards following the writing paradigm as this adds less change to the game and keeps the ward system fluid. --[[User:Frisco|Frisco]] 23:20, 9 May 2006 (BST)&lt;br /&gt;
Come on, people! I need to hear a bit more feedback than this.--[[User:Wifey|Wifey]] 18:17, 9 May 2006 (BST)&lt;br /&gt;
:I think of exorcism as more of a protection type skill.  As Banshee Wailing becomes more prevalent in towns across Shartak, shamans should be able to hone into the spirit world to ward off evil spirits.  I think of this skill as similar to barricading a building - the more a shaman blesses a building, the longer it takes for a spirit to penetrate the force and enter the building.  Another way to implement this would be for shamans to bless people, making it harder for banshee wailing to affect them.  I don't like the term exorcism, because that implies on evil spirit possessing a living body, which has yet to happen on Shartak.  A skill like &amp;quot;Blessing&amp;quot; or &amp;quot;Prayer&amp;quot; I think is more appropriate thematically. --[[User:Gandhi|Gandhi]] 02:41, 17 May 2006 (BST)&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>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=4783</id>
		<title>Talk:Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=4783"/>
		<updated>2006-05-15T02:32:01Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
You guys seem like a nice, civilised group of people.  If you'd be interested in opening relations with the Royal Expedition, contact us via our forum: http://s9.invisionfree.com/Royal_Expedition/index.php?  --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
'''Mick - &amp;quot;Hi, yeah, signed up on your forums. We're definitely interested. Look forward to doing buisiness with you.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, any chance you can put up a section on this wiki to report crimes? I posted on the PK thread and nothing yet. I was hoping you guys could help. He is Stoertebecker  [ http://www.shartak.com/profile.cgi?id=1553 ] and i'd like to see him dead. He killed me, then attacked me the very same day after I resurrected (and that, my friend, is not very sportsmanlike, PKer or not). I also found him in the far westerly area of York, where there are five huts bunched together. Can you make an 'arrest'? Jack W Spalding.&lt;br /&gt;
&lt;br /&gt;
'''Mick - &amp;quot;Yeah, we've heard of him Jack. In fact, he killed one of our officers. We're doing all we can to stop him. Oh, and if you want to add a criminal to the list, just put them under &amp;quot;--Criminals--&amp;quot; at the bottom of this page and they'll be added A.S.A.P.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Arwedda - &amp;quot;We would, of course, like some proof in the way of a screenshot of the murder. We've had trouble with people not being identified correctly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I was in the York medical hut on May 14, and in the recent actions log it displayed that Lord Paul Reefer killed czech1.  I'm sure your probably already aware of this, but I'd like to help your cause in anyway I can.  Cheers --[[User:Gandhi|Gandhi]] 03:32, 15 May 2006 (BST)&lt;br /&gt;
== Most Wanted ==&lt;br /&gt;
&lt;br /&gt;
Hell yeah, I made a wanted list and wasnt even trying!  You guys should totally do a 'ten most wanted' or suchlike.  It'd stoke my ego no end :P -- Dave C&lt;br /&gt;
&lt;br /&gt;
'''Mick - &amp;quot;Watch yourself Dave... Murders in York will NOT be tolerated...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Dont worry, I'm busy deforesting an islet for the hell of it at the moment.  You're dave-free for a while ;) -- Dave C&lt;br /&gt;
&lt;br /&gt;
'''Mick - &amp;quot;Heh, good luck with that. See you round Dave... see you round...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Aw, crap. &amp;quot;Justin Fected&amp;quot; decided to come to Shartak. In UD, he's a fairly infamous PKer. Keep an eye open for an alt he'll likely have, &amp;quot;Justin Time.&amp;quot;--[[User:Wifey|Wifey]] 00:21, 9 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
'''Mick - &amp;quot;Thanks Wifey, we'll keep our eyes peeled.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==Raktamites==&lt;br /&gt;
As a Raktamite, I'm fairly certain when I say... It's just Phutnanog.--[[User:Wifey|Wifey]] 07:27, 11 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
'''Mick - &amp;quot;No matter who they are, if someone kills another player in York, they will be brought to justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Criminals==&lt;br /&gt;
(Report Criminals here, they will be added to the list of criminals on the CPHQ wiki)&lt;br /&gt;
&lt;br /&gt;
==New Recruits==&lt;br /&gt;
(If you are interested in joining the CPHQ post your name and profile here)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Najdam&amp;diff=4563</id>
		<title>Talk:Najdam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Najdam&amp;diff=4563"/>
		<updated>2006-05-10T20:31:37Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: re: jabberwockee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Re: Jabberwockee =&lt;br /&gt;
Is this Jabberwockee character for real?  I'm basically asking if its a NPC or someone having fun.  If its just a player, I don't think it really belongs in a factual article about an NPC shaman.&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Oulatek&amp;diff=4448</id>
		<title>User talk:Oulatek</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Oulatek&amp;diff=4448"/>
		<updated>2006-05-08T00:53:09Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: In regards to the duel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I fail to understand why I'm suddenly a 12 year old fool.  Care to explain, or would you rather result to childish name calling as your primary defense? --[[User:Gandhi|Gandhi]] 22:31, 4 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Shark Island&amp;quot; sounds super-cool to a twelve year old. -[[User:Oulatek|Oulatek]] 14:49, 5 May 2006 (BST)&lt;br /&gt;
:I noticed that your now a member of the Royal Expedition forum.  If you check the post I made about the island, you would recognize that the name was a hypothetical suggestion.  With that aside, what would be an agreeable date, time and location for the duel?--[[User:Gandhi|Gandhi]] 22:00, 5 May 2006 (BST)&lt;br /&gt;
::The location would have to be La Islet Bonobo.  The time would be Monday, May 8 at 4:00 PM BST.  All occupants of Shartak are hereby advised not to attack Oulatek or Ghandi, as they are saving themselves for marrage. -[[User:Oulatek|Oulatek]] 22:33, 5 May 2006 (BST)&lt;br /&gt;
:::Unfortunately, the time you suggest for our duel lies in the middle of the night, and hence I think visibility will be especially poor.  At the current moment I will not be able to duel at this hour, but I will suggest a new time for our meeting as soon as possible.--[[User:Gandhi|Gandhi]] 01:53, 8 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Oulatek&amp;diff=4331</id>
		<title>User talk:Oulatek</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Oulatek&amp;diff=4331"/>
		<updated>2006-05-05T21:00:05Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Logistics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I fail to understand why I'm suddenly a 12 year old fool.  Care to explain, or would you rather result to childish name calling as your primary defense? --[[User:Gandhi|Gandhi]] 22:31, 4 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Shark Island&amp;quot; sounds super-cool to a twelve year old. -[[User:Oulatek|Oulatek]] 14:49, 5 May 2006 (BST)&lt;br /&gt;
:I noticed that your now a member of the Royal Expedition forum.  If you check the post I made about the island, you would recognize that the name was a hypothetical suggestion.  With that aside, what would be an agreeable date, time and location for the duel?--[[User:Gandhi|Gandhi]] 22:00, 5 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Western_Islets&amp;diff=4284</id>
		<title>Talk:Western Islets</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Western_Islets&amp;diff=4284"/>
		<updated>2006-05-05T01:57:52Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: What's in a name...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Name of Island =&lt;br /&gt;
I would go a step further and attempt to agree upon a name for the island.  Both names clearly have their flaws, so a new name should be drawn out to appease both parties, as well as the Shartak community as a whole.  I'm not sure what the best way to do this would be: possibly a week or so of suggestions, and then another week of polls?  I think the end goal would be to a have a name recognized by all clans of Shartak.  On a side note, I thought it was an RE member who made the suggestion that an island existed based on the map of Shartak / Hispanola? --[[User:Gandhi|Gandhi]] 02:57, 5 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Oulatek&amp;diff=4267</id>
		<title>User talk:Oulatek</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Oulatek&amp;diff=4267"/>
		<updated>2006-05-04T21:31:57Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Play nice, Mister Oulatek. --[[User:Lint|Lint]] 05:44, 2 May 2006 (BST)&lt;br /&gt;
:The operative word here is &amp;quot;play.&amp;quot;  It's a game, people.  Let's play. -[[User:Oulatek|Oulatek]] 22:24, 2 May 2006 (BST)&lt;br /&gt;
I fail to understand why I'm suddenly a 12 year old fool.  Care to explain, or would you rather result to childish name calling as your primary defense? --[[User:Gandhi|Gandhi]] 22:31, 4 May 2006 (BST)&lt;br /&gt;
== Invalid user pages ==&lt;br /&gt;
&lt;br /&gt;
Please don't create User: pages for usernames that aren't actual wiki users. --[[User:Simon|Simon]] 22:46, 2 May 2006 (BST)&lt;br /&gt;
:Sorry, I confounded wiki users with Shartak users. -[[User:Oulatek|Oulatek]] 23:27, 2 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Discordian_Cargo_Cult&amp;diff=4265</id>
		<title>Talk:Discordian Cargo Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Discordian_Cargo_Cult&amp;diff=4265"/>
		<updated>2006-05-04T21:18:42Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Message to Oulatek from Gandhi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Message to the savages ===&lt;br /&gt;
You folks are simply amusing! Threatening us with two members? I think it's more like YOU stay off of Shartak entirely! We came in peace but we'll defend ourselves with force if need be! I repeat, leave us alone or be hunted. These are our terms! --[[User:One of many doctors|One of many doctors]] 00:17, 7 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Three members now!  Although Eris appears to be fairly incapacitated.  Keep invading our island and we'll keep sending you packing, my friends!  --Less Than Lethal 20:24, 25 April 2006&lt;br /&gt;
&lt;br /&gt;
We're usually too busy getting bitten by sharks to prosecute our war against you.  &amp;quot;Join us or die&amp;quot; is words.  Morgan Freelance killing Oulatek is action.  He started the war.  Take it up with him. Oh, and get it straight.  We're not savages.  We're barbarians.  -[[User:Oulatek|Oulatek]] 04:57, 2 May 2006 (BST)&lt;br /&gt;
:&amp;quot;False words are not only evil in themselves, but they infect the soul with evil.&amp;quot; - Plato. I must respectfully submit that death threats lie outside the scope of the schoolyard defence of 'only kidding'. You spoke, I acted. [[User:Anothertwilight|Anothertwilight]] 05:50, 2 May 2006 (BST) aka Morgan Freelance&lt;br /&gt;
::&amp;quot;Truth, like light, blinds.  Falsehood, on the contrary, is a beautiful twilight which enhances every object.&amp;quot;  -Camus.  I must respectfully submit that you have joined us or died, and therefore at this point have not broken our Roules. -[[User:Oulatek|Oulatek]] 22:30, 2 May 2006 (BST)&lt;br /&gt;
:::'''applauds''' both for the quote and the demonstration of your 'Roules' ... applicability [[User:Anothertwilight|Anothertwilight]] 00:14, 3 May 2006 (BST) aka Morgan Freelance&lt;br /&gt;
&lt;br /&gt;
=== To Outlatek ===&lt;br /&gt;
Joined us have you? --[[User:One of many doctors|One of many doctors]] 22:50, 2 May 2006 (BST)&lt;br /&gt;
:I don't see anything in the RE bylaws prohibiting membership in more than one group; nor do I see any such provision in the Discordian Cargo Cult's Roules. -[[User:Oulatek|Oulatek]] 03:41, 4 May 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You call me a 12 year old fool?!  If this is in response to the comment I made on Shark Island, then clearly you would have recognized that your honorary DCC member Morgan Freelance indeed created that page (note - I am NOT bashing Morgan Freelance);&amp;lt;br&amp;gt;&lt;br /&gt;
Secondly, that name was proposed not as an actual name, but as an idea to exhibit the fact that a name should have some meaning, not just an aesthetic facade of blind creativity.&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike you fine sir, I have honor and dignity: '''Oulatek, I challenge you to a Duel!  Pistols or Swords?!'''  --[[User:Gandhi|Gandhi]] 22:18, 4 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=4240</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=4240"/>
		<updated>2006-05-04T00:32:02Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Added War Board&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
clan_image=[[Image:Untitled-1 copy.jpg]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=None yet|&lt;br /&gt;
clan_membership=16 (2 to the 2 to the 2)|&lt;br /&gt;
clan_goals=Increasing our numbers for now|&lt;br /&gt;
clan_recruit=Just add your name to the list and sign up for the forum|&lt;br /&gt;
clan_contact=http://s9.invisionfree.com/Royal_Expedition/index.php|&lt;br /&gt;
}}&lt;br /&gt;
When Clans are implemented we'll be there.&amp;lt;br&amp;gt;&lt;br /&gt;
The RE will be a group of all outsiders of all class.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether you're from York, Derby, or Durham, doesn't matter.&amp;lt;br&amp;gt;&lt;br /&gt;
Positions? Not a problem yet.&amp;lt;br&amp;gt;&lt;br /&gt;
We're ironing out the details right now.&lt;br /&gt;
= Notice =&lt;br /&gt;
'''Evidence of [[Discordian Cargo Cult|DCC]] member killing &amp;quot;peaceful&amp;quot; RE member Morgan Freelance!  The DCC must be stopped!''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The despicable (although peculiarly honourable) members of the [[Discordian Cargo Cult|DCC]] have offered 'Terms of Engagement';&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That given that the conflict revolves around ownership of [[Shark Island]] (called by some [[La Islet Bonobo]]) that any violence remain restricted only to said island.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Royal Expedition recognises the wisdom of not embroiling the innocent in war and so affirm the Terms and agree to be bound by them.&lt;br /&gt;
= War Board =&lt;br /&gt;
Our troops are in need to health and reinforcements to secure Shark Island.  Any RE members or allies with First Aid and/or FAQs to spare, please head to Shark Island Immediately!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Need supplies?  Head to either the Shipwreck or York to stock up.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Not an RE member but want to join the fight against all evil doers across Shartak?  Head to Shark Island and meet with an RE representative and join the fight for justice! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you're interested in joining then just add your name below and sign up for the [http://s9.invisionfree.com/Royal_Expedition/index.php Forum]&lt;br /&gt;
&lt;br /&gt;
Old Comments can be found at the [http://wiki.shartak.com/index.php/Talk:Royal_Expedition Talk Page]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=547 Urban Me]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=878 Gandhi]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1079 domokun]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=87 Malphas]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1521 techker7]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=809 Robert Hooke]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=936 Elena Barton]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=669 Jones Dye]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=818 Sgt Sharpe]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=601 Oulatek]&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== April 19th, 2006 ===&lt;br /&gt;
New members, Jones Dye &amp;amp; Sgt Sharpe&lt;br /&gt;
=== April 16th, 2006 ===&lt;br /&gt;
New member, Elena Barton&lt;br /&gt;
=== April 1st, 2006 ===&lt;br /&gt;
New member, Robert Hooke&lt;br /&gt;
=== March 30th, 2006 ===&lt;br /&gt;
[http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
=== March 19th, 2006 ===&lt;br /&gt;
New member, techker7&lt;br /&gt;
=== March 18th, 2006 ===&lt;br /&gt;
New member, Malphas&lt;br /&gt;
=== March 12th, 2006 ===&lt;br /&gt;
New member, Provisional Recruit-M Tek&lt;br /&gt;
=== March 6th, 2006 ===&lt;br /&gt;
New member, Ownslaught &lt;br /&gt;
=== March 3rd, 2006 === &lt;br /&gt;
New member, domokun!&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans for Outsiders]]&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:La_Islet_Bonobo&amp;diff=4239</id>
		<title>Talk:La Islet Bonobo</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:La_Islet_Bonobo&amp;diff=4239"/>
		<updated>2006-05-04T00:11:50Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Re: Shark Island&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You guys actually seen any bonobos on there?  Exactly.  We win.  --Less Than Lethal, Minister of Military Affairs and Presumptious Statements&lt;br /&gt;
&lt;br /&gt;
:Although, to be fair, no one has exactly ''seen'' any sharks. And certainly I wouldn't expect to see a shark on the island itself. Yarr. --[[User:Tycho44|Tycho44]] 23:48, 3 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I proposed the name Shark Island because of the high density of sharks that surround the island.  It is practically impossible to travel to the island without getting bitten.  Unlike the unrecognized name given to the island by the DCC, Shark Island does indeed have meaning and purpose.--[[User:Gandhi|Gandhi]] 01:11, 4 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Character_classes&amp;diff=4036</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=4036"/>
		<updated>2006-04-30T20:05:36Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Expert lang. for soldiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class and Skill Chart==&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;
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page.  Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Proposal to move this chart to the article page now, rather than waiting to fill it up.  People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
===Chart===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;font-family:verdana,sans-serif;font-size:90%;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|&amp;amp;nbsp;           || colspan=4 | Natives || colspan=5 | Outsiders&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scout&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Warrior&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Villager&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Shaman&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Explorer&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Soldier&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Settler&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scientist&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Pirate&lt;br /&gt;
|-&lt;br /&gt;
|STILL TO VERIFY:|| - || - ||(MANY)|| - ||BANSHEE|| - ||(MANY)|| - || -&lt;br /&gt;
|-&lt;br /&gt;
|Outs/Native Knowl.. || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Basic Language      || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Language   || X || X || X || X || X || X ||(?)|| X || X&lt;br /&gt;
|-&lt;br /&gt;
|Expert Language     || X || X ||(?)|| X || X || X ||(?)|| X || X&lt;br /&gt;
|-&lt;br /&gt;
|Close quarter com.. || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced close qu.. || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Body building       || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Stamina             || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Sixth Sense         || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Ghostly Whisper     || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Haunting Scream     || X || X ||(?)|| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Shocking Shriek     || X || X ||(?)|| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Banshee Wail        || X || X ||(?)|| X ||(?)|| X ||(?)|| X || X&lt;br /&gt;
|-&lt;br /&gt;
|Exploration         || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Cartography         || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Trekking            || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Swimming            || X || X ||(?)|| X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Basic Tracking      || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Tracking   || X || X || X || X || X || X ||(?)|| X || X&lt;br /&gt;
|-&lt;br /&gt;
|Expert Tracking     || X || X || X || X || X || X ||(?)|| X || X&lt;br /&gt;
|-&lt;br /&gt;
|Triage              || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Nat Med / First Aid || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Animal Affinity     || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Scavenging          || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Firearms / Blowpipe || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Fire/Blowp || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Starting AP==&lt;br /&gt;
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=4013</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=4013"/>
		<updated>2006-04-29T21:28:51Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
clan_image=[[Image:Untitled-1 copy.jpg]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=None yet|&lt;br /&gt;
clan_membership=15 (la niña bonita)|&lt;br /&gt;
clan_goals=Increasing our numbers for now|&lt;br /&gt;
clan_recruit=Just add your name to the list and sign up for the forum|&lt;br /&gt;
clan_contact=http://s9.invisionfree.com/Royal_Expedition/index.php|&lt;br /&gt;
}}&lt;br /&gt;
When Clans are implemented we'll be there.&amp;lt;br&amp;gt;&lt;br /&gt;
The RE will be a group of all outsiders of all class.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether you're from York, Derby, or Durham, doesn't matter.&amp;lt;br&amp;gt;&lt;br /&gt;
Positions? Not a problem yet.&amp;lt;br&amp;gt;&lt;br /&gt;
We're ironing out the details right now.&lt;br /&gt;
= Notice =&lt;br /&gt;
'''Evidence of DCC member killing peaceful RE member Morgan Freelance!  The DCC must be stopped!''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you're interested in joining then just add your name below and sign up for the [http://s9.invisionfree.com/Royal_Expedition/index.php Forum]&lt;br /&gt;
&lt;br /&gt;
Old Comments can be found at the [http://wiki.shartak.com/index.php/Talk:Royal_Expedition Talk Page]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=547 Urban Me]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=878 Gandhi]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1079 domokun]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=87 Malphas]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1521 techker7]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=809 Robert Hooke]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=936 Elena Barton]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=669 Jones Dye]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=818 Sgt Sharpe]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== April 19th, 2006 ===&lt;br /&gt;
New members, Jones Dye &amp;amp; Sgt Sharpe&lt;br /&gt;
=== April 16th, 2006 ===&lt;br /&gt;
New member, Elena Barton&lt;br /&gt;
=== April 1st, 2006 ===&lt;br /&gt;
New member, Robert Hooke&lt;br /&gt;
=== March 30th, 2006 ===&lt;br /&gt;
[http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
=== March 19th, 2006 ===&lt;br /&gt;
New member, techker7&lt;br /&gt;
=== March 18th, 2006 ===&lt;br /&gt;
New member, Malphas&lt;br /&gt;
=== March 12th, 2006 ===&lt;br /&gt;
New member, Provisional Recruit-M Tek&lt;br /&gt;
=== March 6th, 2006 ===&lt;br /&gt;
New member, Ownslaught &lt;br /&gt;
=== March 3rd, 2006 === &lt;br /&gt;
New member, domokun!&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans for Outsiders]]&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=4012</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=4012"/>
		<updated>2006-04-29T21:21:04Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A Threat from the Disciples of Zeko and/or the Discordian Cargo Cult==&lt;br /&gt;
&lt;br /&gt;
actually just the Discordian Cargo Cult, but we've offered an alliance to the Disciples of Zeko, so if they accept they're threatening you too.  Stay offf the island.  Offf the west coast.  Of Shartak.  We claimed it first, so just go claim somewhere else.  Or join us or die.  Your choice.&lt;br /&gt;
:With Morgan Freelance being the first one to claim reaching the island, and me being the first one to carve into the island it's rightful ownership, this is an insult to our honor! --[[User:Grigoriy|Grigoriy]] 13:57, 6 April 2006 (BST)&lt;br /&gt;
::Join us or die? How about you join us! --[[User:One of many doctors|One of many doctors]] 00:09, 7 April 2006 (BST)&lt;br /&gt;
::Savage members of the Cult should be on warning: Members of the Royal Expedition do not plan to instigate any attacks on your villages or people; however, if any of your disciples attack a memeber of the Expedition, we will respond in full force as a group. --[[User:Gandhi|Gandhi]] 01:22, 7 April 2006 (BST)&lt;br /&gt;
:::Just how do the CC think they even became aware of the island? It was mapped by Grigoriy and I. I am willing to wait and see what the rest of RE want to do (cede claim to the island to CC, allow anyone to 'develop' the land without ceding title, retain title and defend against incursion ...) but am heading over to the island now to have a look for any CC members [[User:Anothertwilight|Anothertwilight]] 03:56, 7 April 2006 (BST) aka Morgan Freelance&lt;br /&gt;
::::We found it by looking at a map of Hispaniola, mister highhorse! -[[User:Oulatek|Oulatek]] 21:21, 29 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Well, having been attacked by the cultists, we have of course responded in kind, and seem to have slain their despicable leader.  Let this be a lesson to you all!&lt;br /&gt;
::We have a learning disability.  I expect this lesson will have to be repeated quite a bit.  And don't expect us to not dish out some lessons of our own! -[[User:Oulatek|Oulatek]] 21:21, 29 April 2006 (BST)&lt;br /&gt;
:'''IMPORTANT: Evidence of DCC member Oulatek killing RE member Morgan Freelance WITHOUT a justified cause''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]  Her Majesty has approved the use of unrestrictive force against the DCC - Shoot Members on sight!  These unprovoked killing must be stopped!  '''TO ARMS!''' --[[User:Gandhi|Gandhi]] 22:21, 29 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==New Comments==&lt;br /&gt;
Can somebody post targets for expeditions on the page, if they have  any? I was helping make a road, and then it turned west and I got confused... Also it would help publicize a little bit. -[[User:BananaBear|BananaBear]] 04:29, 21 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Ah yes, I remember passing you a few days back, old chap.  Me and the valiant M-Tek are forging that road west vaguely towards the savage's settlement of Wiksik, with occasional help from a silent and mysterious mr Smith.  I'm sure I speak for both of us when I encourage you to join us in this worthy endeavour.&lt;br /&gt;
&lt;br /&gt;
At the time of writing, I believe we are drawing near to the village, and I have left the road to converse with a local.  Having declared my allegeance and peacable intentions, I eagerly await his response. --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
To all those cutting the road from derby, I would advise you to watch out for the natives, I was just killed by one. I will attempt to contact the Local Shaman, and rejoin the part.-[[User:BananaBear|BananaBear]] 04:38, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Dear lord, some fool just slew the native I was contacting! There'll be war if this sort of behaviour continues!  --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
My good sir, I think these natives may have declared war upon us, I do hope you've managed to stay alive, though I haven't seen you lately, and the road seems all but abandoned. I've been on the run in the jungle for a few nights now, When I don't wake up floating over my body that is. -[[User:BananaBear|BananaBear]] 00:36, 3 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
It is no war that was declared upon you, but indeed, Less than Lethal was stunned by my poison darts and had to serve as sacrifice for the initial gathering of the WickSick Headhunters! Anyway, we thank you for this road, as it brings many well shaped heads to Wiksik! You may traffic with the Wiksikans in every way you want, just beware you meet none of those who went 'WickSick'... --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Ahem, on another, non-WickSick note - the Anthropological Society on Shartak Issues is proud to cooperate with the Royal Expedition. We are can not give out stipends yet, but are eager to hear your findings in nicely prepared essays! --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
With regard the disputed 'Western Island/Islet', if I could turn your attention to the UBER map - the letters RE have now been blazed in the jungle. Perhaps someone would care to suggest a name? [[User:Anothertwilight|Anothertwilight]] 02:03, 13 April 2006 (BST) aka Morgan Freelance&lt;br /&gt;
&lt;br /&gt;
== Old Comments ==&lt;br /&gt;
&lt;br /&gt;
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)&lt;br /&gt;
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)&lt;br /&gt;
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]&lt;br /&gt;
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)&lt;br /&gt;
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)&lt;br /&gt;
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)&lt;br /&gt;
::::::: Ah, I've found it! There seems to be an abundance of wildlife, did you find any ruins or bushes? --[[User:Grigoriy|Grigoriy]] 12:43, 22 March 2006 (GMT)&lt;br /&gt;
::::::::I went through deep water the first time (had a FAK, so I was OK). I am now trying to see if I can get there through shallows only (although I have 2 FAKS just to be sure). I found no ruins, bushes, nor many animals. [[User:Anothertwilight|Anothertwilight]] 22:52, 22 March 2006 (GMT)&lt;br /&gt;
::::::::: I died, so the island still isn't entirly mapped :( --[[User:Grigoriy|Grigoriy]] 02:37, 27 March 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand.  I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal&lt;br /&gt;
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)&lt;br /&gt;
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]&lt;br /&gt;
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)&lt;br /&gt;
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)&lt;br /&gt;
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right?  Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear!  And besides, I gotta do ''something'' with my free time... -- Less Than Lethal&lt;br /&gt;
::::I've managed to contact one of the natives! See discussion page for more details... -- Less Than Lethal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees.  We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)&lt;br /&gt;
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)&lt;br /&gt;
::Pirates really are such dreadfully uncivilised people.  Surely we have a duty to keep this island free of uncouth folk? --Less Than Lethal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Who thinks we should have a clan forum for discussion of plans, status, warnings and pleas for help, etc?  I know a guy who would probably host one for us. --Less Than Lethal&lt;br /&gt;
::I could start one at any time but there would have to be interest first. --[[User:One of many doctors|One of many doctors]] 00:09, 29 March 2006 (BST)&lt;br /&gt;
:::Well it would be a lot easier to organise, plus we could keep this page clear for our public front/recruitment/whatever. --LTL&lt;br /&gt;
::I'm for a forum, but I think we should move these comments to the talk page and establish a clan mission first. --[[User:Gandhi|Gandhi]] 01:02, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Forum ==&lt;br /&gt;
&lt;br /&gt;
Took it upon myself to make one. It can be found[http://s9.invisionfree.com/Royal_Expedition/index.php here]. I also moved the comments to clean up our frontpage. Active members of this clan are welcome to become administrators. Just apply.&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=4011</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=4011"/>
		<updated>2006-04-29T21:17:41Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A Threat from the Disciples of Zeko and/or the Discordian Cargo Cult==&lt;br /&gt;
&lt;br /&gt;
actually just the Discordian Cargo Cult, but we've offered an alliance to the Disciples of Zeko, so if they accept they're threatening you too.  Stay offf the island.  Offf the west coast.  Of Shartak.  We claimed it first, so just go claim somewhere else.  Or join us or die.  Your choice.&lt;br /&gt;
:With Morgan Freelance being the first one to claim reaching the island, and me being the first one to carve into the island it's rightful ownership, this is an insult to our honor! --[[User:Grigoriy|Grigoriy]] 13:57, 6 April 2006 (BST)&lt;br /&gt;
::Join us or die? How about you join us! --[[User:One of many doctors|One of many doctors]] 00:09, 7 April 2006 (BST)&lt;br /&gt;
::Savage members of the Cult should be on warning: Members of the Royal Expedition do not plan to instigate any attacks on your villages or people; however, if any of your disciples attack a memeber of the Expedition, we will respond in full force as a group. --[[User:Gandhi|Gandhi]] 01:22, 7 April 2006 (BST)&lt;br /&gt;
:::Just how do the CC think they even became aware of the island? It was mapped by Grigoriy and I. I am willing to wait and see what the rest of RE want to do (cede claim to the island to CC, allow anyone to 'develop' the land without ceding title, retain title and defend against incursion ...) but am heading over to the island now to have a look for any CC members [[User:Anothertwilight|Anothertwilight]] 03:56, 7 April 2006 (BST) aka Morgan Freelance&lt;br /&gt;
::::We found it by looking at a map of Hispaniola, mister highhorse! -[[User:Oulatek|Oulatek]] 21:21, 29 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Well, having been attacked by the cultists, we have of course responded in kind, and seem to have slain their despicable leader.  Let this be a lesson to you all!&lt;br /&gt;
::We have a learning disability.  I expect this lesson will have to be repeated quite a bit.  And don't expect us to not dish out some lessons of our own! -[[User:Oulatek|Oulatek]] 21:21, 29 April 2006 (BST)&lt;br /&gt;
:'''IMPORTANT: Evidence of DCC member Oulatek killing RE member Morgan Freelance WITHOUT a justified cause''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]  Her Majesty has approved the use of unrestrictive force against the DCC - Shoot Members on sight!  These unprovoked killing must be stopped!  '''TO ARMS!'''&lt;br /&gt;
&lt;br /&gt;
==New Comments==&lt;br /&gt;
Can somebody post targets for expeditions on the page, if they have  any? I was helping make a road, and then it turned west and I got confused... Also it would help publicize a little bit. -[[User:BananaBear|BananaBear]] 04:29, 21 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Ah yes, I remember passing you a few days back, old chap.  Me and the valiant M-Tek are forging that road west vaguely towards the savage's settlement of Wiksik, with occasional help from a silent and mysterious mr Smith.  I'm sure I speak for both of us when I encourage you to join us in this worthy endeavour.&lt;br /&gt;
&lt;br /&gt;
At the time of writing, I believe we are drawing near to the village, and I have left the road to converse with a local.  Having declared my allegeance and peacable intentions, I eagerly await his response. --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
To all those cutting the road from derby, I would advise you to watch out for the natives, I was just killed by one. I will attempt to contact the Local Shaman, and rejoin the part.-[[User:BananaBear|BananaBear]] 04:38, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Dear lord, some fool just slew the native I was contacting! There'll be war if this sort of behaviour continues!  --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
My good sir, I think these natives may have declared war upon us, I do hope you've managed to stay alive, though I haven't seen you lately, and the road seems all but abandoned. I've been on the run in the jungle for a few nights now, When I don't wake up floating over my body that is. -[[User:BananaBear|BananaBear]] 00:36, 3 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
It is no war that was declared upon you, but indeed, Less than Lethal was stunned by my poison darts and had to serve as sacrifice for the initial gathering of the WickSick Headhunters! Anyway, we thank you for this road, as it brings many well shaped heads to Wiksik! You may traffic with the Wiksikans in every way you want, just beware you meet none of those who went 'WickSick'... --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Ahem, on another, non-WickSick note - the Anthropological Society on Shartak Issues is proud to cooperate with the Royal Expedition. We are can not give out stipends yet, but are eager to hear your findings in nicely prepared essays! --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
With regard the disputed 'Western Island/Islet', if I could turn your attention to the UBER map - the letters RE have now been blazed in the jungle. Perhaps someone would care to suggest a name? [[User:Anothertwilight|Anothertwilight]] 02:03, 13 April 2006 (BST) aka Morgan Freelance&lt;br /&gt;
&lt;br /&gt;
== Old Comments ==&lt;br /&gt;
&lt;br /&gt;
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)&lt;br /&gt;
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)&lt;br /&gt;
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]&lt;br /&gt;
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)&lt;br /&gt;
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)&lt;br /&gt;
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)&lt;br /&gt;
::::::: Ah, I've found it! There seems to be an abundance of wildlife, did you find any ruins or bushes? --[[User:Grigoriy|Grigoriy]] 12:43, 22 March 2006 (GMT)&lt;br /&gt;
::::::::I went through deep water the first time (had a FAK, so I was OK). I am now trying to see if I can get there through shallows only (although I have 2 FAKS just to be sure). I found no ruins, bushes, nor many animals. [[User:Anothertwilight|Anothertwilight]] 22:52, 22 March 2006 (GMT)&lt;br /&gt;
::::::::: I died, so the island still isn't entirly mapped :( --[[User:Grigoriy|Grigoriy]] 02:37, 27 March 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand.  I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal&lt;br /&gt;
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)&lt;br /&gt;
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]&lt;br /&gt;
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)&lt;br /&gt;
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)&lt;br /&gt;
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right?  Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear!  And besides, I gotta do ''something'' with my free time... -- Less Than Lethal&lt;br /&gt;
::::I've managed to contact one of the natives! See discussion page for more details... -- Less Than Lethal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees.  We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)&lt;br /&gt;
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)&lt;br /&gt;
::Pirates really are such dreadfully uncivilised people.  Surely we have a duty to keep this island free of uncouth folk? --Less Than Lethal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Who thinks we should have a clan forum for discussion of plans, status, warnings and pleas for help, etc?  I know a guy who would probably host one for us. --Less Than Lethal&lt;br /&gt;
::I could start one at any time but there would have to be interest first. --[[User:One of many doctors|One of many doctors]] 00:09, 29 March 2006 (BST)&lt;br /&gt;
:::Well it would be a lot easier to organise, plus we could keep this page clear for our public front/recruitment/whatever. --LTL&lt;br /&gt;
::I'm for a forum, but I think we should move these comments to the talk page and establish a clan mission first. --[[User:Gandhi|Gandhi]] 01:02, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Forum ==&lt;br /&gt;
&lt;br /&gt;
Took it upon myself to make one. It can be found[http://s9.invisionfree.com/Royal_Expedition/index.php here]. I also moved the comments to clean up our frontpage. Active members of this clan are welcome to become administrators. Just apply.&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Evidence.jpg&amp;diff=4010</id>
		<title>File:Evidence.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Evidence.jpg&amp;diff=4010"/>
		<updated>2006-04-29T21:08:01Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Evidence of DCC member Oulatek killing RE member Morgan Freelance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evidence of DCC member Oulatek killing RE member Morgan Freelance&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=3728</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=3728"/>
		<updated>2006-04-19T17:19:21Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
clan_image=[[Image:Untitled-1 copy.jpg]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=None yet|&lt;br /&gt;
clan_membership=14|&lt;br /&gt;
clan_goals=Increasing our numbers for now|&lt;br /&gt;
clan_recruit=Just add your name to the list and sign up for the forum|&lt;br /&gt;
clan_contact=http://s9.invisionfree.com/Royal_Expedition/index.php|&lt;br /&gt;
}}&lt;br /&gt;
When Clans are implemented we'll be there.&amp;lt;br&amp;gt;&lt;br /&gt;
The RE will be a group of all outsiders of all class.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether you're from York, Derby, or Durham, doesn't matter.&amp;lt;br&amp;gt;&lt;br /&gt;
Positions? Not a problem yet.&amp;lt;br&amp;gt;&lt;br /&gt;
We're ironing out the details right now.&lt;br /&gt;
&lt;br /&gt;
If you're interested in joining then just add your name below and sign up for the [http://s9.invisionfree.com/Royal_Expedition/index.php Forum]&lt;br /&gt;
&lt;br /&gt;
Old Comments can be found at the [http://wiki.shartak.com/index.php/Talk:Royal_Expedition Talk Page]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=547 Urban Me]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=878 Gandhi]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1079 domokun]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=87 Malphas]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1521 techker7]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=809 Robert Hooke]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=936 Elena Barton]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=669 Jones Dye]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== April 19th, 2006 ===&lt;br /&gt;
New member, Jones Dye&lt;br /&gt;
=== April 16th, 2006 ===&lt;br /&gt;
New member, Elena Barton&lt;br /&gt;
=== April 1st, 2006 ===&lt;br /&gt;
New member, Robert Hooke&lt;br /&gt;
=== March 30th, 2006 ===&lt;br /&gt;
[http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
=== March 19th, 2006 ===&lt;br /&gt;
New member, techker7&lt;br /&gt;
=== March 18th, 2006 ===&lt;br /&gt;
New member, Malphas&lt;br /&gt;
=== March 12th, 2006 ===&lt;br /&gt;
New member, Provisional Recruit-M Tek&lt;br /&gt;
=== March 6th, 2006 ===&lt;br /&gt;
New member, Ownslaught &lt;br /&gt;
=== March 3rd, 2006 === &lt;br /&gt;
New member, domokun!&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans for Outsiders]]&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=3727</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=3727"/>
		<updated>2006-04-19T17:17:40Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
clan_image=[[Image:Untitled-1 copy.jpg]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=None yet|&lt;br /&gt;
clan_membership=14|&lt;br /&gt;
clan_goals=Increasing our numbers for now|&lt;br /&gt;
clan_recruit=Just add your name to the list and sign up for the forum|&lt;br /&gt;
clan_contact=http://s9.invisionfree.com/Royal_Expedition/index.php|&lt;br /&gt;
}}&lt;br /&gt;
When Clans are implemented we'll be there.&amp;lt;br&amp;gt;&lt;br /&gt;
The RE will be a group of all outsiders of all class.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether you're from York, Derby, or Durham, doesn't matter.&amp;lt;br&amp;gt;&lt;br /&gt;
Positions? Not a problem yet.&amp;lt;br&amp;gt;&lt;br /&gt;
We're ironing out the details right now.&lt;br /&gt;
&lt;br /&gt;
If you're interested in joining then just add your name below and sign up for the [http://s9.invisionfree.com/Royal_Expedition/index.php Forum]&lt;br /&gt;
&lt;br /&gt;
Old Comments can be found at the [http://wiki.shartak.com/index.php/Talk:Royal_Expedition Talk Page]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=547 Urban Me]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=878 Gandhi]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1079 domokun]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=87 Malphas]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1521 techker7]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=809 Robert Hooke]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=936 Elena Barton]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=669 Jones Dye]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== April 16th, 2006 ===&lt;br /&gt;
New member, Elena Barton&lt;br /&gt;
=== April 1st, 2006 ===&lt;br /&gt;
New member, Robert Hooke&lt;br /&gt;
=== March 30th, 2006 ===&lt;br /&gt;
[http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
=== March 19th, 2006 ===&lt;br /&gt;
New member, techker7&lt;br /&gt;
=== March 18th, 2006 ===&lt;br /&gt;
New member, Malphas&lt;br /&gt;
=== March 12th, 2006 ===&lt;br /&gt;
New member, Provisional Recruit-M Tek&lt;br /&gt;
=== March 6th, 2006 ===&lt;br /&gt;
New member, Ownslaught &lt;br /&gt;
=== March 3rd, 2006 === &lt;br /&gt;
New member, domokun!&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans for Outsiders]]&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=3704</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=3704"/>
		<updated>2006-04-19T02:14:18Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
clan_image=[[Image:Untitled-1 copy.jpg]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=None yet|&lt;br /&gt;
clan_membership=Friday the 13th|&lt;br /&gt;
clan_goals=Increasing our numbers for now|&lt;br /&gt;
clan_recruit=Just add your name to the list and sign up for the forum|&lt;br /&gt;
clan_contact=http://s9.invisionfree.com/Royal_Expedition/index.php|&lt;br /&gt;
}}&lt;br /&gt;
When Clans are implemented we'll be there.&amp;lt;br&amp;gt;&lt;br /&gt;
The RE will be a group of all outsiders of all class.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether you're from York, Derby, or Durham, doesn't matter.&amp;lt;br&amp;gt;&lt;br /&gt;
Positions? Not a problem yet.&amp;lt;br&amp;gt;&lt;br /&gt;
We're ironing out the details right now.&lt;br /&gt;
&lt;br /&gt;
If you're interested in joining then just add your name below and sign up for the [http://s9.invisionfree.com/Royal_Expedition/index.php Forum]&lt;br /&gt;
&lt;br /&gt;
Old Comments can be found at the [http://wiki.shartak.com/index.php/Talk:Royal_Expedition Talk Page]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=547 Urban Me]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=878 Gandhi]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1079 domokun]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=87 Malphas]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1521 techker7]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=809 Robert Hooke]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=936 Elena Barton]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== April 16th, 2006 ===&lt;br /&gt;
New member, Elena Barton&lt;br /&gt;
=== April 1st, 2006 ===&lt;br /&gt;
New member, Robert Hooke&lt;br /&gt;
=== March 30th, 2006 ===&lt;br /&gt;
[http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
=== March 19th, 2006 ===&lt;br /&gt;
New member, techker7&lt;br /&gt;
=== March 18th, 2006 ===&lt;br /&gt;
New member, Malphas&lt;br /&gt;
=== March 12th, 2006 ===&lt;br /&gt;
New member, Provisional Recruit-M Tek&lt;br /&gt;
=== March 6th, 2006 ===&lt;br /&gt;
New member, Ownslaught &lt;br /&gt;
=== March 3rd, 2006 === &lt;br /&gt;
New member, domokun!&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans for Outsiders]]&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=3457</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=3457"/>
		<updated>2006-04-08T19:19:05Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: healing dead animals&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;
Bugs that have been resolved, can be found at [[Bugs:Fixed]].&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;
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;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== No Credit for Outsider Kills ===&lt;br /&gt;
Killed 3 Outsiders quite awhile back but showing 0's on the new &amp;quot;individual outsider villages&amp;quot; segments &amp;amp; not receiving credit for the kills in the &amp;quot;Stats - Kills&amp;quot; sections.  Thanks. --[[User:Dan devito|Dan devito]] 19:49, 6 April 2006 (BST)&lt;br /&gt;
:I don't think Simon was tracking hometown kills until recently and it would be impossible to go back and assign the proper hometowns since that information was never recorded. If you look as some of the high level killers you'll see that despite having 20+ Native kills, they only have a handful of the hometowns accounted for. The Stats - Kills page is currently only listing the top 100 Killers and appears to be updated once daily so it will take some time for recent kills to register on the chart. --[[User:Lint|Lint]] 21:12, 6 April 2006 (BST)&lt;br /&gt;
Understand.  Again...thanks.--[[User:Dan devito|Dan devito]] 03:35, 7 April 2006 (BST)&lt;br /&gt;
:Lint is correct. --[[User:Simon|Simon]] 10:20, 7 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== No Faster Movement Through Water ===&lt;br /&gt;
Unlike my &amp;quot;Exloration - Jungle&amp;quot; skill, I'm not moving any faster or using less points when moving through water with my &amp;quot;Exploration - Water&amp;quot; skill.  Is there a trick to this? --[[User:Dan devito|Dan devito]] 19:47, 6 April 2006 (BST)&lt;br /&gt;
:Water movement costs 2 AP by default (deeper water movement costs 3 AP by default). I believe that Swimming reduces the AP cost to 1 AP and 2 AP respectively. Is movement in water costing you more than 1 AP? What class is your character? --[[User:Lint|Lint]] 20:02, 6 April 2006 (BST)&lt;br /&gt;
Ahhh.  Didn't know water was 2 AP default.  No worries.  Thanks.--[[User:Dan devito|Dan devito]] 20:58, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Trader offers &amp;quot;Trade same again&amp;quot; button when out of AP ===&lt;br /&gt;
Trading with the trader in Dalpok, I accepted a trade with my last AP. The trader accepted and then I got both the &amp;quot;Sorry, you're out of action points&amp;quot; message and the &amp;quot;Trade same again&amp;quot; button. I pressed the &amp;quot;Trade same again&amp;quot; button and was able to trade once more despite having 0AP. (At that point, I ran out of the same kind of item to trade.) --[[User:Berry|Berry]] 02:55, 3 April 2006 (BST)&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;
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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;
&lt;br /&gt;
I had this happen with random village when I made my pirate the day the class became available.  When I selected shipwreck though, it went through.--[[User:Bluff|Bluff]] 08:47, 28 March 2006 (BST)&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;
&lt;br /&gt;
My pirate broke Both her cutlasses within a day or two and I didn't get that option on the second broke one.--[[User:Bluff|Bluff]] 08:52, 28 March 2006 (BST)&lt;br /&gt;
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=== Can't read foreign language even with Expert Skill? ===&lt;br /&gt;
My native died near the pirate shipwreck, and is currently on the square where the &amp;quot;pirate shaman&amp;quot; is. A message is written in the sand that is gibberish. My native has all the foreign language skills, and its possible this really is just gibberish someone decided to write, but it looks the way untranslated words look, so may be a bug. --[[User:Jackel|Jackel]] 21:42, 4 April 2006 (BST)&lt;br /&gt;
: *raises hand* That was me.  My native character up there cannot read outsider language. I was curious to find out what would happen if I copied and pasted (or &amp;quot;traced over in the sand&amp;quot;) the outsider &amp;quot;gibberish&amp;quot; that I saw already written there. So, what your skilled translator character is seeing is what my unskilled native character sees when he looks at some outsider language. A good translation of a poor translation. Funky! --[[User:Berry|Berry]] 10:52, 5 April 2006 (BST)&lt;br /&gt;
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===Healing dead animals===&lt;br /&gt;
My character killed a parrot, and then went on to find a banana tree to restore some hp.  Whenever I ate the banana, I got something along the lines of &amp;quot;You restored 1 HP to the Parrot.&amp;quot;  this was on a different square then I used to kill the parrot.  Also, I moved to a different tree (mango) and got the same response.  I had 70/80 HP at the time.  I received 1 XP for each time.  Why is this happening?--[[User:Gandhi|Gandhi]] 20:19, 8 April 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=3456</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=3456"/>
		<updated>2006-04-08T19:18:53Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&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;
&lt;br /&gt;
Bugs that have been resolved, can be found at [[Bugs:Fixed]].&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;
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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;
&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;
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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;
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=== Negative AP? ===&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;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== No Credit for Outsider Kills ===&lt;br /&gt;
Killed 3 Outsiders quite awhile back but showing 0's on the new &amp;quot;individual outsider villages&amp;quot; segments &amp;amp; not receiving credit for the kills in the &amp;quot;Stats - Kills&amp;quot; sections.  Thanks. --[[User:Dan devito|Dan devito]] 19:49, 6 April 2006 (BST)&lt;br /&gt;
:I don't think Simon was tracking hometown kills until recently and it would be impossible to go back and assign the proper hometowns since that information was never recorded. If you look as some of the high level killers you'll see that despite having 20+ Native kills, they only have a handful of the hometowns accounted for. The Stats - Kills page is currently only listing the top 100 Killers and appears to be updated once daily so it will take some time for recent kills to register on the chart. --[[User:Lint|Lint]] 21:12, 6 April 2006 (BST)&lt;br /&gt;
Understand.  Again...thanks.--[[User:Dan devito|Dan devito]] 03:35, 7 April 2006 (BST)&lt;br /&gt;
:Lint is correct. --[[User:Simon|Simon]] 10:20, 7 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== No Faster Movement Through Water ===&lt;br /&gt;
Unlike my &amp;quot;Exloration - Jungle&amp;quot; skill, I'm not moving any faster or using less points when moving through water with my &amp;quot;Exploration - Water&amp;quot; skill.  Is there a trick to this? --[[User:Dan devito|Dan devito]] 19:47, 6 April 2006 (BST)&lt;br /&gt;
:Water movement costs 2 AP by default (deeper water movement costs 3 AP by default). I believe that Swimming reduces the AP cost to 1 AP and 2 AP respectively. Is movement in water costing you more than 1 AP? What class is your character? --[[User:Lint|Lint]] 20:02, 6 April 2006 (BST)&lt;br /&gt;
Ahhh.  Didn't know water was 2 AP default.  No worries.  Thanks.--[[User:Dan devito|Dan devito]] 20:58, 6 April 2006 (BST)&lt;br /&gt;
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=== Trader offers &amp;quot;Trade same again&amp;quot; button when out of AP ===&lt;br /&gt;
Trading with the trader in Dalpok, I accepted a trade with my last AP. The trader accepted and then I got both the &amp;quot;Sorry, you're out of action points&amp;quot; message and the &amp;quot;Trade same again&amp;quot; button. I pressed the &amp;quot;Trade same again&amp;quot; button and was able to trade once more despite having 0AP. (At that point, I ran out of the same kind of item to trade.) --[[User:Berry|Berry]] 02:55, 3 April 2006 (BST)&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;
&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;
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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;
&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;
I had this happen with random village when I made my pirate the day the class became available.  When I selected shipwreck though, it went through.--[[User:Bluff|Bluff]] 08:47, 28 March 2006 (BST)&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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My pirate broke Both her cutlasses within a day or two and I didn't get that option on the second broke one.--[[User:Bluff|Bluff]] 08:52, 28 March 2006 (BST)&lt;br /&gt;
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=== Can't read foreign language even with Expert Skill? ===&lt;br /&gt;
My native died near the pirate shipwreck, and is currently on the square where the &amp;quot;pirate shaman&amp;quot; is. A message is written in the sand that is gibberish. My native has all the foreign language skills, and its possible this really is just gibberish someone decided to write, but it looks the way untranslated words look, so may be a bug. --[[User:Jackel|Jackel]] 21:42, 4 April 2006 (BST)&lt;br /&gt;
: *raises hand* That was me.  My native character up there cannot read outsider language. I was curious to find out what would happen if I copied and pasted (or &amp;quot;traced over in the sand&amp;quot;) the outsider &amp;quot;gibberish&amp;quot; that I saw already written there. So, what your skilled translator character is seeing is what my unskilled native character sees when he looks at some outsider language. A good translation of a poor translation. Funky! --[[User:Berry|Berry]] 10:52, 5 April 2006 (BST)&lt;br /&gt;
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===Healing dead animals===&lt;br /&gt;
My character killed a parrot, and then went on to find a banana tree to restore some hp.  Whenever I ate the banana, I got something along the lines of &amp;quot;You restored 1 HP to the Parrot.&amp;quot;  this was on a different square then I used to kill the parrot.  Also, I moved to a different tree (mango) and got the same response.  I had 70/80 HP at the time.  I received 1 XP for each time.  Why is this happening?--[[User:Gandhi|Gandhi]] 20:18, 8 April 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=3383</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=3383"/>
		<updated>2006-04-07T00:22:39Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Re: Threat from the Cargo Cult&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A Threat from the Disciples of Zeko and/or the Discordian Cargo Cult==&lt;br /&gt;
&lt;br /&gt;
actually just the Discordian Cargo Cult, but we've offered an alliance to the Disciples of Zeko, so if they accept they're threatening you too.  Stay offf the island.  Offf the west coast.  Of Shartak.  We claimed it first, so just go claim somewhere else.  Or join us or die.  Your choice.&lt;br /&gt;
:With Morgan Freelance being the first one to claim reaching the island, and me being the first one to carve into the island it's rightful ownership, this is an insult to our honor! --[[User:Grigoriy|Grigoriy]] 13:57, 6 April 2006 (BST)&lt;br /&gt;
::Join us or die? How about you join us! --[[User:One of many doctors|One of many doctors]] 00:09, 7 April 2006 (BST)&lt;br /&gt;
::Savage members of the Cult should be on warning: Members of the Royal Expedition do not plan to instigate any attacks on your villages or people; however, if any of your disciples attack a memeber of the Expedition, we will respond in full force as a group. --[[User:Gandhi|Gandhi]] 01:22, 7 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==New Comments==&lt;br /&gt;
Can somebody post targets for expeditions on the page, if they have  any? I was helping make a road, and then it turned west and I got confused... Also it would help publicize a little bit. -[[User:BananaBear|BananaBear]] 04:29, 21 March 2006 (GMT)&lt;br /&gt;
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Ah yes, I remember passing you a few days back, old chap.  Me and the valiant M-Tek are forging that road west vaguely towards the savage's settlement of Wiksik, with occasional help from a silent and mysterious mr Smith.  I'm sure I speak for both of us when I encourage you to join us in this worthy endeavour.&lt;br /&gt;
&lt;br /&gt;
At the time of writing, I believe we are drawing near to the village, and I have left the road to converse with a local.  Having declared my allegeance and peacable intentions, I eagerly await his response. --Less Than Lethal&lt;br /&gt;
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To all those cutting the road from derby, I would advise you to watch out for the natives, I was just killed by one. I will attempt to contact the Local Shaman, and rejoin the part.-[[User:BananaBear|BananaBear]] 04:38, 28 March 2006 (BST)&lt;br /&gt;
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Dear lord, some fool just slew the native I was contacting! There'll be war if this sort of behaviour continues!  --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
My good sir, I think these natives may have declared war upon us, I do hope you've managed to stay alive, though I haven't seen you lately, and the road seems all but abandoned. I've been on the run in the jungle for a few nights now, When I don't wake up floating over my body that is. -[[User:BananaBear|BananaBear]] 00:36, 3 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
It is no war that was declared upon you, but indeed, Less than Lethal was stunned by my poison darts and had to serve as sacrifice for the initial gathering of the WickSick Headhunters! Anyway, we thank you for this road, as it brings many well shaped heads to Wiksik! You may traffic with the Wiksikans in every way you want, just beware you meet none of those who went 'WickSick'... --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Ahem, on another, non-WickSick note - the Anthropological Society on Shartak Issues is proud to cooperate with the Royal Expedition. We are can not give out stipends yet, but are eager to hear your findings in nicely prepared essays! --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Old Comments ==&lt;br /&gt;
&lt;br /&gt;
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)&lt;br /&gt;
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)&lt;br /&gt;
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]&lt;br /&gt;
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)&lt;br /&gt;
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)&lt;br /&gt;
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)&lt;br /&gt;
::::::: Ah, I've found it! There seems to be an abundance of wildlife, did you find any ruins or bushes? --[[User:Grigoriy|Grigoriy]] 12:43, 22 March 2006 (GMT)&lt;br /&gt;
::::::::I went through deep water the first time (had a FAK, so I was OK). I am now trying to see if I can get there through shallows only (although I have 2 FAKS just to be sure). I found no ruins, bushes, nor many animals. [[User:Anothertwilight|Anothertwilight]] 22:52, 22 March 2006 (GMT)&lt;br /&gt;
::::::::: I died, so the island still isn't entirly mapped :( --[[User:Grigoriy|Grigoriy]] 02:37, 27 March 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand.  I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal&lt;br /&gt;
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)&lt;br /&gt;
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]&lt;br /&gt;
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)&lt;br /&gt;
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)&lt;br /&gt;
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right?  Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear!  And besides, I gotta do ''something'' with my free time... -- Less Than Lethal&lt;br /&gt;
::::I've managed to contact one of the natives! See discussion page for more details... -- Less Than Lethal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees.  We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)&lt;br /&gt;
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)&lt;br /&gt;
::Pirates really are such dreadfully uncivilised people.  Surely we have a duty to keep this island free of uncouth folk? --Less Than Lethal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Who thinks we should have a clan forum for discussion of plans, status, warnings and pleas for help, etc?  I know a guy who would probably host one for us. --Less Than Lethal&lt;br /&gt;
::I could start one at any time but there would have to be interest first. --[[User:One of many doctors|One of many doctors]] 00:09, 29 March 2006 (BST)&lt;br /&gt;
:::Well it would be a lot easier to organise, plus we could keep this page clear for our public front/recruitment/whatever. --LTL&lt;br /&gt;
::I'm for a forum, but I think we should move these comments to the talk page and establish a clan mission first. --[[User:Gandhi|Gandhi]] 01:02, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Forum ==&lt;br /&gt;
&lt;br /&gt;
Took it upon myself to make one. It can be found[http://s9.invisionfree.com/Royal_Expedition/index.php here]. I also moved the comments to clean up our frontpage. Active members of this clan are welcome to become administrators. Just apply.&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Character_classes&amp;diff=3381</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=3381"/>
		<updated>2006-04-07T00:11:21Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Edit skills chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class and Skill Chart==&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;
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page.  Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Proposal to move this chart to the article page now, rather than waiting to fill it up.  People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
===Chart===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;font-family:verdana,sans-serif;font-size:90%;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|&amp;amp;nbsp;           || colspan=4 | Natives || colspan=5 | Outsiders&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scout&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Warrior&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Villager&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Shaman&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Explorer&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Soldier&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Settler&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scientist&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Pirate&lt;br /&gt;
|-&lt;br /&gt;
|Outsider Know... || X || X || X || X || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _&lt;br /&gt;
|-&lt;br /&gt;
|Native Knowledge || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Basic Language   || X || X || _ || X || _ || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Lang... || X || X || _ || X || _ || _ || _ || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Expert Language  || _ || _ || _ || X || _ || _ || _ || X || _&lt;br /&gt;
|-&lt;br /&gt;
|Close quarter... || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced clos... || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Body building    || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Stamina          || X || X || _ || X || X || X || _ || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Sixth Sense      || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Ghostly Whisper  || X || X || _ || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Haunting Scream  || X || X || _ || X || _ || _ || _ || X || _&lt;br /&gt;
|-&lt;br /&gt;
|Shocking Shriek  || _ || _ || _ || X || _ || _ || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Banshee Wail     || _ || _ || _ || _ || _ || _ || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Exploration      || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Cartography      || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Trekking         || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Swimming         || _ || X || _ || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Basic Tracking   || _ || _ || _ || X || _ || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Trac... || _ || _ || _ || X || _ || X || _ || X || _&lt;br /&gt;
|-&lt;br /&gt;
|Expert Tracking  || _ || _ || _ || X || _ || X || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Triage           || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Natural Medicine || X || X || X || X || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _&lt;br /&gt;
|-&lt;br /&gt;
|First Aid        || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ ||  bgcolor=#CCCCCC | _ || _ || X || X || X || _&lt;br /&gt;
|-&lt;br /&gt;
|Animal Affinity  || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Scavenging       || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Firearms Trai... || _ || _ || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Fire... || _ || _ || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Blowpipe Trai... || _ || bgcolor=#EEEEFF | X || _ || _ || _ || _ || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Blow... || _ || bgcolor=#EEEEFF | X || _ || _ || _ || _ || _ || _ || _&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Starting AP==&lt;br /&gt;
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Character_classes&amp;diff=3268</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=3268"/>
		<updated>2006-04-03T23:21:35Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Added Advanced Tracking for soldiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class and Skill Chart==&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;
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
===Chart===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;font-family:verdana,sans-serif;font-size:90%;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|&amp;amp;nbsp;           || colspan=4 | Natives || colspan=5 | Outsiders&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scout&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Warrior&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Villager&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Shaman&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Explorer&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Soldier&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Settler&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Scientist&lt;br /&gt;
|style=&amp;quot;width:8%;&amp;quot;|Pirate&lt;br /&gt;
|-&lt;br /&gt;
|Outsider Know... || X || X || X || X || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _&lt;br /&gt;
|-&lt;br /&gt;
|Native Knowledge || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Basic Language   || X || X || _ || X || _ || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Lang... || X || X || _ || X || _ || _ || _ || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Expert Language  || _ || _ || _ || X || _ || _ || _ || X || _&lt;br /&gt;
|-&lt;br /&gt;
|Close quarter... || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced clos... || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Body building    || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Stamina          || X || X || _ || X || X || X || _ || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Sixth Sense      || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Ghostly whisper  || X || X || _ || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Haunting scream  || X || X || _ || X || _ || _ || _ || X || _&lt;br /&gt;
|-&lt;br /&gt;
|Exploration      || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Cartography      || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Trekking         || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Swimming         || _ || X || _ || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Basic Tracking   || _ || _ || _ || X || _ || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Trac... || _ || _ || _ || _ || _ || X || _ || X || _&lt;br /&gt;
|-&lt;br /&gt;
|Expert Tracking  || _ || _ || _ || _ || _ || _ || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Triage           || X || X || X || X || X || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|Natural Medicine || X || X || X || X || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _&lt;br /&gt;
|-&lt;br /&gt;
|First Aid        || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ || bgcolor=#CCCCCC | _ ||  bgcolor=#CCCCCC | _ || _ || X || X || X || _&lt;br /&gt;
|-&lt;br /&gt;
|Animal Affinity  || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Scavenging       || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Firearms Trai... || _ || _ || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Fire... || _ || _ || _ || _ || _ || bgcolor=#EEEEFF | X || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Blowpipe Trai... || _ || bgcolor=#EEEEFF | X || _ || _ || _ || _ || _ || _ || _&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Blow... || _ || bgcolor=#EEEEFF | X || _ || _ || _ || _ || _ || _ || _&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Starting AP==&lt;br /&gt;
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=3187</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=3187"/>
		<updated>2006-03-31T11:51:27Z</updated>

		<summary type="html">&lt;p&gt;Gandhi: Notice - Old comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
clan_image=[[Image:Untitled-1 copy.jpg]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=None yet|&lt;br /&gt;
clan_membership=Golden Eleven|&lt;br /&gt;
clan_goals=Increasing our numbers for now|&lt;br /&gt;
clan_recruit=Just add your name to the list and sign up for the forum|&lt;br /&gt;
clan_contact=|&lt;br /&gt;
}}&lt;br /&gt;
When Clans are implemented we'll be there.&amp;lt;br&amp;gt;&lt;br /&gt;
The RE will be a group of all outsiders of all class.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether you're from York, Derby, or Durham, doesn't matter.&amp;lt;br&amp;gt;&lt;br /&gt;
Positions? Not a problem yet.&amp;lt;br&amp;gt;&lt;br /&gt;
We're ironing out the details right now.&lt;br /&gt;
&lt;br /&gt;
If you're interested in joining then just add your name below and sign up for the [http://s9.invisionfree.com/Royal_Expedition/index.php Forum]&lt;br /&gt;
&lt;br /&gt;
Old Comments can be found at the [http://wiki.shartak.com/index.php/Talk:Royal_Expedition Talk Page]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=547 Urban Me]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=878 Gandhi]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1079 domokun]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=87 Malphas]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1521 techker7]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== 19 March 2006 ===&lt;br /&gt;
New member, techker7&lt;br /&gt;
=== 18 March 2006 ===&lt;br /&gt;
New member, Malphas&lt;br /&gt;
=== 12 March 2006 ===&lt;br /&gt;
New member, Provisional Recruit-M Tek&lt;br /&gt;
=== 6 March 2006 ===&lt;br /&gt;
New member, Ownslaught &lt;br /&gt;
=== 3 March 2006 === &lt;br /&gt;
New member, domokun!&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans for Outsiders]]&lt;/div&gt;</summary>
		<author><name>Gandhi</name></author>
		
	</entry>
</feed>