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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=24464</id>
		<title>Native Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=24464"/>
		<updated>2015-07-27T00:02:47Z</updated>

		<summary type="html">&lt;p&gt;JavaElemental: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Native Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Natives only.  Warriors, Scouts, Shamans and Villagers can originate from one of the main native villages, [[Raktam]], [[Dalpok]] or [[Wiksik]].  Meanwhile Cannibals can only come from [[Rakmogak]].&lt;br /&gt;
&lt;br /&gt;
==Warrior==&lt;br /&gt;
&lt;br /&gt;
The main military might of the Native forces, warriors have strong stamina and withstand more attacks than the normal native.  They can become proficient with the use of a blowpipe.  Warriors start with 60 hit points, and can acquire up to 75 AP points.  You can start in Raktam, Wiksik or Dalpok native camps if you choose to be this class.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Blowpipe&lt;br /&gt;
*Four poison darts&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Blowpipe Training====&lt;br /&gt;
''Gain 20% on blowpipe accuracy'' - This brings the warriors skill from 20% to 40%.  &lt;br /&gt;
&lt;br /&gt;
'''''The two warriors stood on the field, shooting darts at a tree.  The younger one, Vercingetorix, showed off his skill, shooting a dart directly in a knot on the tree.  &amp;quot;How about that?&amp;quot; he said with confidence.&amp;quot;  The older warrior grinned, &amp;quot;Pretty good....&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Blowpipe Training====&lt;br /&gt;
''Gain another 20% on blowpipe accuracy'' - This brings the warriors skill from 40% to 60%.  Requires '''Blowpipe Training''' to learn. &lt;br /&gt;
&lt;br /&gt;
'''''Quickly the older warrior, Azuma, lined up his shot, but instead of shooting at the tree, he turned around and shot it into the sky.  A minute later a parrot fell down, the dart sticking perfectly in it's chest.  &amp;quot;Just remember, there's always someone better out there,&amp;quot; he said bending down and picking up the parrot.  &amp;quot;Now get that on the fire for dinner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
&lt;br /&gt;
Scouts can crisscross the island quickly and efficiently.  The main strength of the Scouts involves in getting to enemy camps quickly, striking, then escaping within the jungle.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Scouts can start in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Gourd of water&lt;br /&gt;
*Bunch of tasty berries&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native scout effortlessly flowed through the jungle, soundlessly trailing the party of soldiers that were heading towards the village.  Once he got the number of troops he would disappear, and no one would even have known he was there.'''''&lt;br /&gt;
&lt;br /&gt;
==Villager==&lt;br /&gt;
&lt;br /&gt;
Never wanting to leave the confines of their village, happy with day to day life within it's confines, the Villager is adept at quick forays for supplies into the jungles, skillfully avoiding animals, and knowing where to find the right supplies.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Five healing herbs&lt;br /&gt;
*Banana&lt;br /&gt;
*Mango&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''Even knowing the tiger was around didn't concern Fist McRhinpuncher.  Using a special concoction of fruits and herbs, and smearing some on his arms would keep the beast away from him.  It's one of the oldest secrets his grandmother taught him, and one of the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.  This skill requires being '''level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Straining the yeastweed with care and precision, adding the correct amount of fruit to the liquid, and knowing when to finally pop the cork are few of the things that makes GoraGora Arog drinks the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 30% to 50%. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''The warrior scoffed at failing to find the amount of darts he needed.  After leaving the weapon hut, the villager grinned, lifting up a hidden panel built there by his father, and taking some darts for himself.  They would fetch him a pretty price at the traders, and he could use the gold to buy some trinkets for his girlfriend.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Yaqitoacl was comforted by the knowledge her late grandfather would wait for her death before moving on.  She could feel his presence with only the minimal amount of concentration.'''''&lt;br /&gt;
&lt;br /&gt;
==Shaman==&lt;br /&gt;
Shamans are masters of the spirit world, skillful at expelling, identifying, or even using passive spirits located within a range with their expanded spirit skill base.  Shamans begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Dagger&lt;br /&gt;
*Parrot feather charm&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Shadow-in-her-Eyes muttered a few strange incomprehensible words under her breath before scowling at the seemingly empty air.  The other occupants looked on with trepidation when she seemed ready to speak. Instead, she shouted for all to hear. &amp;quot;We are beset by malicious spirits!&amp;quot; '''''&lt;br /&gt;
&lt;br /&gt;
====Exorcism====&lt;br /&gt;
''Exorcise spirits from area.'' - This ability uses up 4 AP points and has a percentage chance to expel spirits from the square one is standing on.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Throwing her hands up into the air, causing the air to shimmer and ripple, Rachel Stone shouted the words that only shamans understand, the ghosts silently screamed, now visible within the air bubble.  With a simple &amp;quot;BE GONE!&amp;quot; she finished, and the hut was silent once more.  &amp;quot;They will not be able to bother us for a while now.'''''&lt;br /&gt;
&lt;br /&gt;
====Spirit Summoning====&lt;br /&gt;
''Summons spirits from surrounding area'' - This ability uses up 5 AP points, and summons spirits from as far as 14 squares away, each with a percentage chance of being summoned to where one is standing.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter wished to talk to the other side, and calmly spoke the words.  Suddenly, four spirits where in the room with him, &amp;quot;Now, tell me, what have you seen?&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Malevolence====&lt;br /&gt;
''Torment spirits causing them to become aggressive'' -Makes all spirits in the area release a haunting scream, a shocking shriek or a banshee wail depending on highest skill available on them, can use anywhere from 2AP to 5AP depending on the number of spirits affected.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter slowly walked into the room, his personal guard of spirits following behind him. The outsiders in the hut looked up, their faces slowly paling as they realised who'd arrived. With a malicious grin, the necromancer said a single word of power, causing the spirits in the room, both outsider and native, to scream their fury at the living. As each outsider succumbed to the pain and died, they joined the choir of spirits, their pain quickly ravaging all who once lived within the hut.'''''&lt;br /&gt;
&lt;br /&gt;
==Cannibal==&lt;br /&gt;
Banished to the isle of Rakmogak centuries ago due to their obscene ways, cannibals are the toughest natives on the island.  The can buff their own stats even more with consuming the flesh of their victims.  Cannibals can only originate from the village of Rakmogak, and start with 65 hit points, and can acquire a maximum of 75 AP points.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Wooden club&lt;br /&gt;
*Dagger&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
*Two gourds of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Ritual Feast====&lt;br /&gt;
''Feast on your defeated enemy and steal their power'' - Allowing a Cannibal to feast once on a dead body for 5AP, gaining hit points from the dead body and 5XP (Hit points can vary depending on how wounded the cannibal is.  If the Cannibal is at full HP, then he gains 5 HP, if the Cannibal is between 60 and 84HP, then they gain 10HP, if below 60HP, then the cannibal gains 20HP).  The Cannibal can go as high as 109HP.  You can only feast once per dead body with this skill.  Requires '''Stamina''' and '''be level 5 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Eagerly Seven Teeth bit into his meal, not savory the flesh at all, simply tearing away pieces of the man's leg, and screaming in joy.  Within minutes there was no more viable meat on the bones, and the cannibal left as quickly as he struck.'''''&lt;br /&gt;
&lt;br /&gt;
====Ritual Gluttony====&lt;br /&gt;
''Feasting can now fill most of your needs from a single body'' - This allows one to feast on a body up to three times for only 3AP and gaining only 3XP per feast (The same rules apply from Ritual feast to the amount gained, and still cap at 109).  Requires '''Ritual Feast''' and '''be level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Savoring her meal, Snico knew where the prime pieces were to be had, and how she could keep some of the meat from getting spoiled prenaturely. Keeping her screaming victim alive as she ate him was simply a bonus.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>JavaElemental</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Outsider_Classes&amp;diff=24463</id>
		<title>Outsider Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Outsider_Classes&amp;diff=24463"/>
		<updated>2015-07-27T00:01:32Z</updated>

		<summary type="html">&lt;p&gt;JavaElemental: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Outsider Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Outsiders only.  Soldiers, Explorers, Scientists and Settlers can originate from one of the main outsider camps, [[Durham]], [[York]] or [[Derby]].  Meanwhile Pirates can only come from the [[Shipwreck]].&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
Defending outsider camps or invading native villages is what this class is good with.  Soldiers start with 60 hit points, and can acquire up to 75 AP points.  You can start in Durham, York or Derby if you choose to be this class.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Partially-loaded rifle&lt;br /&gt;
*Three bullets&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Firearms training====&lt;br /&gt;
''Gain 20% on firearms attacks'' - Raises the firearm rate from 20% to 40%. &lt;br /&gt;
&lt;br /&gt;
'''''The tiger charged Saix, who calmly breathed out, and aimed the rifle.  One straight shot entered the tigers eye, killing the beast instantly.  &amp;quot;Bad Kitty&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Advanced firearms training====&lt;br /&gt;
''Gain another 20% on firearms attacks'' -Raises the firearm rate from 40% to 60%&lt;br /&gt;
&lt;br /&gt;
'''''Sympathetic Phil calmly blew the smoke from the barrel of his rifle, and raised his hat a bit regarding his latest kill.  &amp;quot;You know, when you piss the boss off, he tends to hold a grudge.  All this is for business.&amp;quot;  He fished into his pockets, and threw a poisonous snake onto the dead body, &amp;quot;Calling card, next time, stay out of Club Palermo.&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
==Explorer==&lt;br /&gt;
&lt;br /&gt;
Explorers can trek across the island, finding out new and undiscovered pathways throughout the island.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Explorers start in Durham, York or Derby if you choose to be this class.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
*GPS unit&lt;br /&gt;
*Bottle of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native warrior had no idea what happened.  Looking at his side wound, he noticed a small unused path that an outsider stepped out of.  &amp;quot;Name's Victor mate, and next time you should be careful, some outsiders know these woods better than you guys.'''''&lt;br /&gt;
&lt;br /&gt;
==Settler==&lt;br /&gt;
&lt;br /&gt;
Settlers are the backbone of an outsider camp, they are great at gathering supplies, making new and exciting drinks, and keeping the trader stocked.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in York, Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*1 x Bottle of Beer&lt;br /&gt;
*5 x First Aid Kit&lt;br /&gt;
*1 x Piece of Driftwood&lt;br /&gt;
*1 x Machete&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''The wild boar caught the scent and sight of Saint Vincent, but did not make a move to attack.  In fact, it didn't even mind that Saint Vincent petted it on the snout, for it knew the smell of the kind outsider, and knew it would get a meal soon.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.  This skill requires being '''level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Giovanni Machetti calmly laid the newest brew he created on the bar, &amp;quot;Now who was the one who bet I couldn't make a good brew using only bananas?'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 1:5 to 1:3. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''CyAdora kept her FAK-U supplies filled by knowing where the best First Aid kits where, and how to assemble them quickly.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' - Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''V2Blast wasn't worried about the strange wails the other outsiders where scared of, he knew which spirit was out there, and knew him to be a friend.'''''&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Scientists have advanced healing abilities, and have researched some mysteries of the island, allowing themselves to heal from the land itself, and close the ugliest of wounds. Scientists begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either York, Derby or Durham.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.  This skill requires being '''level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Using the sugar already present in the mangoes, and adding this yeastweed, allowing it to set for 48 hours, and it should be a great brew for drinking and consuming,&amp;quot; said Simeon Carter to the island native girl who was listening to him.  She merely nodded and accepted the drink anyways, a free drink was a free drink afterall.'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Triage====&lt;br /&gt;
''Be able to see all injured characters in the same square'' - This skill requires '''Triage'' to learn&lt;br /&gt;
&lt;br /&gt;
'''''Tracer treated his friends wounds first, though someone else was by far more injured.  The man had made a stupid mistake in fighting all those natives, and Tracer intended to make him wait for his cure.'''''&lt;br /&gt;
&lt;br /&gt;
====Emergency First Aid====&lt;br /&gt;
''Slowly heal yourself without the use of a medical kit'' - Unlocks the button Emergency First Aid.  Clicking it will cost 2AP and heal you 1HP, yielding 1XP.  You can only use this ability if you are below 50% of your maxmium HP.  This skill requires '''First Aid''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The leaf of this plant, combined with the poultice produced from that root, add some mashed banana, and one had a lotion that would heal the wound and cure it from infection.  Drakhen always carried some of this substance around with him.''&lt;br /&gt;
&lt;br /&gt;
====Field Surgery====&lt;br /&gt;
''Skilled at healing, even in the middle of nowhere'' - Allows a scientist to heal bleeding wounds (only bleeding wounds, not poison) for 3AP with an 2XP reward.  This skill requires '''Emergency First Aid''' and be '''level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Tioram ran up to the outsider who just washed up on the beach.  Taking out some homemade items he began to stitch up the outsiders shark wounds.  The outsider went to thank him, but Tioram hushed him, &amp;quot;Be quiet, you need to save your energy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pirate==&lt;br /&gt;
Crashing on the island sometime after the outsiders settled on Shartak, the Pirates drunkenly stumbled onto the world.  They have the stomach to withstand fungi juice effects, as well as the ability to raid foreign settlements.  Recently they learned how to train parrots, and can fire pistols with better accuracy.  Pirates always start at the shipwreck, with 65 hit points, and can acquire a maximum of 75AP points.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Cutlass&lt;br /&gt;
*Two first aid kits&lt;br /&gt;
*Gem&lt;br /&gt;
*Two bottles of rum&lt;br /&gt;
*Silver skull cross&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Basic Pistol Training====&lt;br /&gt;
''Gain 15% on pistol attacks.''  Attacks with pistols become more accurate.  &lt;br /&gt;
&lt;br /&gt;
'''''Staring down the barrel of his pistol, Gorry Louie shot the offending native in the skull. He grins at Captain Low, tossing him a pistol from his belt, &amp;quot;Yon Dalpokis won't stand a chance now Cap'n, yarr!&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Pistol Training====&lt;br /&gt;
''Gain 15% on pistol attacks.''  Attacks with pistols become more accurate.  Requires '''Basic Pistol Training''' to learn. &lt;br /&gt;
 &lt;br /&gt;
'''''Captain Atrocious fired his pistol quickly and accurately at his pursuer. The Yorkman wore a look of stunned surprise on his face as he died, the bullet piercing the heart on the first try'''''  &lt;br /&gt;
&lt;br /&gt;
====Lead belly====&lt;br /&gt;
''You've drunk enough to be immune to the poisonous effect of most fungi.''  The AP reduction of fungi juice is reduced a certain degree more with this skill.  Not available to pirates '''under level ten'''.&lt;br /&gt;
&lt;br /&gt;
'''''Opium Joe belched loudly as he threw his fourth fungi bottle on the ground after drinking it's contents.  The potent energy drink gave him the power to continue, and he knew he wouldn't have the hangover in the morning.&lt;br /&gt;
&lt;br /&gt;
====Parrot Trainer====&lt;br /&gt;
''You can tame a parrot enough to sit on your shoulder.''  Allows one to train parrot.  The parrot appears on the same square as one is currently on.  It costs 5AP to train the parrot, and sometimes the parrot will fly away while someone is attacking you.&lt;br /&gt;
&lt;br /&gt;
'''''Dian Cecht smiled.  The parrot sitting on his shoulder had inherited his language nicely. It was unfortunate that the other outsiders around didn't agree.'''''&lt;br /&gt;
&lt;br /&gt;
====Plundering====&lt;br /&gt;
&lt;br /&gt;
''You've mastered the art of plundering and as a result can find items in other village resource huts much easier.''&lt;br /&gt;
Improves the odds of finding items in foreign camps, allowing a pirate to find items in enemy camps resource huts easier.  Not available to pirates '''under level ten'''.&lt;br /&gt;
&lt;br /&gt;
'''''Tom Failur chuckled, grabbing some extra First Aid Kits on his way out the door.  He saluted the dead York Soldier on his way out, &amp;quot;Thanks for the goods mate!&amp;quot;'''''&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>JavaElemental</name></author>
		
	</entry>
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