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		<id>https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=17643</id>
		<title>Guide to Clans</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=17643"/>
		<updated>2008-02-13T17:30:32Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Derby Evening Press's Guide to Clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press's Guide to Clans==&lt;br /&gt;
 &lt;br /&gt;
So you've been on the island, and you'd like some purpose for your existence.  Clans are an excellent way to do that, forming the primary source of power in Shartak politics.  Below are listed a brief summary of the more significant Shartak clans. Clans will be sorted by category. Not looking for a clan, but instead want an overview of each camp? Read the DEP's [[Guide to Towns]].&lt;br /&gt;
&lt;br /&gt;
==Town-Based==&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
 &lt;br /&gt;
====Derby====&lt;br /&gt;
 &lt;br /&gt;
[[Eastern Federation]]: Formed as a symbol of the increasingly close alliance between the [[1st Derby Privateers]] and the [[Derby Hospitallers]], the Eastern Federation has grown to be one of the largest and most active groups on Shartak. The Federation has earned a reputation for moderation backed by military prowess, earning respect from groups as diverse as the [[York Coalition]] and [[the WickSick Headhunters]]. The Federation has added three new clans to its roster since its inception: the [[Derby Rangers]], [[The Octavius Popebury Memorial Expedition of 1886]], and the [[Greenwolves]].&lt;br /&gt;
 &lt;br /&gt;
[[Derby Hospitallers]] - The Derby Hospitallers were the first Derby-based clan to arise and were the first sign of the Derbian Renaissance. The Hospitallers, described as an &amp;quot;even-handed, democratic group,&amp;quot; initially intended to serve all functions for the town of Derby, operating a hospital, a police force, and a militia. As time went on, other clans quickly arose to perform some of the duties, and the Hospitallers became more specialized. They are now generally accepted as Derby's social workers, operating the [[Derby Hospital]] and the [[Derby Academy]]. Nonetheless, the Hospitallers continue to assist in law enforcement, and have always responded when Derby or its allies are under attack.&lt;br /&gt;
 &lt;br /&gt;
[[1st Derby Privateers]] - the second clan to join in the Derbian Renaissance, shortly after the [[Derby Hospitallers]]. They took on the role of police force and acted as part of the militia on one of the [[Derby Rangers]] operations, the Battle of Midway. With the [[Derby Hospitallers]], they founded the [[Eastern Federation]], and with the Federation, helped defend Derby during the Derby Derby Headhunt. Like most police groups, they have come under flak from those on 'Kill On Sight' lists, so offer those on 'Kill On Sight' lists the option to try and clear their name in the Derbian courts.&lt;br /&gt;
 &lt;br /&gt;
[[Derby Rangers]] - The last of the core Eastern Federation groups to be formed, the Rangers act as the EF's paramilitary group. They focus on outside threats to Derby, as well as other towns, in contrast to the 1st Derby Privateers, which primarily deal with internal threats. They have taken part in several large operations, and have yet to be met with anything other than success. Due to this and their lethality, they have become a respected force on the island.&lt;br /&gt;
 &lt;br /&gt;
[[The Derby Protectors]] - A small band of extremists in Derby, dedicated to opposing the Eastern Federation and its stand on friendly pirates and natives. Arthur Lines, its leader, was once a member of the violent activist clan, the Shartak Preservation Front, and as a result was killed by RobZombie. Ever since has been a menace, killing Eastern Federation members and non-outsiders unreservedly. They are not considered a long term threat, but a niggling irritation. The sanity of their members, in particular that of Lines, is regularly called into question.&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
 &lt;br /&gt;
Durham Citizen (otherwise known as the [[Durham government]] - Members of this clan carry the rights and responsibilities of a citizen of Durham as defined by the Durham government. These include the protection of, and the responsibility to uphold, the law and the right to vote.&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
 &lt;br /&gt;
[[Colonial Police]]: York´s first police force, the Colonial Police has had a string of leaders since its founding during the First Battle of York. It has played a prominent part in all defending York through all four invasions, and was widely respected until after the Third Battle of York, when the then leader Kjendlie reportedly went insane, accusing the Colonial Counter Terrorist Unit of plotting to take over York. This period saw the departure of some of the force´s oldest and most experienced officers. The arrival of 5punk on the scene, who took over the Colonial Police Headquarters, heralded the deterioration of the Colonial Police´s credibility, and has only recently begun a possible recovery with its fifth leader, Lexus.&lt;br /&gt;
&lt;br /&gt;
[[5punk]]: 5punk are like Marmite - you love 'em or you hate 'em. Formed from a forum outside the Shartak community, 5punk are renowned for their crude humour and unwillingness to be forced to do anything. Although once widely suspected of zerging, it is generally accepted that 5punk are able to attack locations in large numbers thanks to their large member base outside of Shartak. They now currently run the Waugh Arms, where they offer safe haven for most characters, as long as you haven´t attacked inside there previously.&lt;br /&gt;
&lt;br /&gt;
[[1st Colonial Militia]]: Formed by York radical Serious Sam, the clan seems to have inherited its founder's renowned extremism. Originally part of the York Alliance, the Colonial Militia broke away due to a difference in ideals, namely Serious Sam´s support of extremist Nathan Hale in Durham, though the groups remained on friendly terms. The Colonial Militia took an active role in defending York during the Fourth Battle of York and the Dork Cup, and upon the formation of the York Coalition they agreed to join it. However, differences once again left the Militia independent from the rest of the York groups. Since then, their main battle has been with 5punk and more recently the Colonial Police, and shots have been fired by all sides on numerous occasions. However, the Militia has been working alongside the York Coalition and the Colonial Police again since the promotion of a new Colonial Police leader, and are actively patrolling the area surrounding York.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=176 The York Coalition]: Formed mainly of Kjendlie-era ex-Colonial Police and ex-CCTU, the York Coalition boasts some of the most experienced fighters on the island; several members are listed among Shartak's top player killers. Since its inception preceding the Dork Cup, it has participated in and often led the defense of York, most notably spearheading the massacre that was the defense of York against the pirate &amp;quot;invasion&amp;quot; that followed the Dork Cup. For a York-centric group, it is remarkably diverse; it has at least one member from each outsider settlement, and even counts one pirate among its number.&lt;br /&gt;
&lt;br /&gt;
====The Shipwreck====&lt;br /&gt;
&lt;br /&gt;
[[The Brotherhood Of The Coast]]: An effort to unite various raid/trade organizations that lingered around the shipwreck, the Brotherhood was pulled together by a few well established pirates, notably; First Among Daves, Michael Edwards, Rozen and 0000FF Beard. The Brotherhood conducted a few 'training raids' on native settlements, which escalated into arranged Real Time battles, one named 'Pirates Graveyard' and the other known as 'Archer's Pool' - though the real name is somewhat more interesting.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
 &lt;br /&gt;
[[The French]]: Though the French do not have a true home town, they have claimed the island of Midway as their home.  They have turned the tower there into the Casino Royale, and have begun a simple gambling operation for those willing to play.&lt;br /&gt;
 &lt;br /&gt;
[[Independent Republic of Fort Creedy]]: Like the French, the Creedists do not have a formal settlement.  Rather, they have claimed Fort Creedy as their home.  Declaring independence, they run their domain democratically, with little interference from others.&lt;br /&gt;
 &lt;br /&gt;
===Island-wide===&lt;br /&gt;
 &lt;br /&gt;
[[The Spartans]]: A respected clan in outsider politics, the Spartans volunteered to assist the defenders of York during a pirate invasion and assisting the York-Derby alliance in the [[Battle of Midway]]. As a result, the Spartans have earned the respect and friendship of several larger clans. They are perhaps the smallest clan (numerically) to ever garner significant attention, having been mentioned twice in the [[Derby Evening Press]].&lt;br /&gt;
 &lt;br /&gt;
===Native===&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
 &lt;br /&gt;
[[The Royal Court of Greater Raktam]]: Claiming to be the blood heir to the throne, Blue Hummingbird created the Royal Court of Greater Raktam. It has since been recognised as a legitimate court by the Eastern Federation and, apart from the odd trouble-maker, has been welcomed as an extra element of metagaming in Raktam, an otherwise quiet and rather dull native settlement. The Court is setting up a tax system, and funding a police force to patrol the surrounding area, creating more job opportunities for young Raktamites and foreigners alike.&lt;br /&gt;
 &lt;br /&gt;
====Dalpok====&lt;br /&gt;
 &lt;br /&gt;
[[Dalpok Liberation Front]]: A group founded relatively recently, its sole goal is the defense of the village of Dalpok from hostile outsiders, particularly pirates. Many famous natives, including a number of WickSick Headhunters, are in this clan. It was formed by Cracker due to the large number of pirates constantly assaulting the native village. They also stress that they are not a police force, but defenders only, with both patrolmen and a shaman corps for eliminating hostile spirits.&lt;br /&gt;
 &lt;br /&gt;
====Wiksik====&lt;br /&gt;
 &lt;br /&gt;
[[The Necromancers Guild]]: Though there is no evidence the NG was intended to be a Wiksik-based clan, the town has proven to be the NG's power base.  The Necromancers are Shartak's mystics. They oppose exorcism, going so far as to kill exorcists for banishing spirits.  The Necromancers believe they draw power from listening to the wails of spirits in their huts, welcoming any who enter their land. In an atypical action for a town-based clan, the Necromancers do not claim to defend their town from any threat, instead focusing on exploring Shartak's spirit world.&lt;br /&gt;
 &lt;br /&gt;
==Island-wide==&lt;br /&gt;
 &lt;br /&gt;
[[The WickSick Headhunters]]: Although not officially a clan, this group of primarily natives is perhaps the most renowned of all groups. They travel Shartak, attacking each outsider or pirate settlement. They have arranged several competitions, known as the Durham Headhunt Contest, the Derby Derby, and the Dork Cup. These attacks alone cost the outsiders around 500 lives, half of which were inflicted in the Dork Cup. Outsider towns have been known to put aside all differences and unite when a competition is announced. Recently they claimed the island between York and Derby as their own, but were thrown out after a combined attack of the Eastern Federation, the York Coalition, the Spartans, and the 1st Colonial Militia.&lt;br /&gt;
 &lt;br /&gt;
==Clans unaffiliated with a faction==&lt;br /&gt;
 &lt;br /&gt;
[[Shartak Merchants' Association]]: The SMA was founded by the wealthy native trader Songa to replace the dying South Shartak Trading Company. Though small, with its membership numbers never exceeding the single digits, the SMA is extraordinarily wealthy, commanding more money than any other clan on Shartak. That being said, the SMA is less of a clan and more of a trade guild. Clan members operate with complete independence, their affiliation largely serving to mark them as peaceful traders. Additionally, the SMA is solely interested in the acquisition of wealth, and does not attempt to use the wealth of its membership for any sort of collective action.&lt;br /&gt;
 &lt;br /&gt;
[[Open Arms]]: More of a belief system than a clan, Open Arms members are extremely peaceful. Members are expected to never attack without provocation, and many will not kill even in self-defense. Open Arms members believe in building a community spanning ethnic lines, drawing members from across Shartak. Members are expected to be kind and helpful to non-members, regardless of race or creed.&lt;br /&gt;
 &lt;br /&gt;
[[Scavengers]]: Perhaps the most reviled clan on Shartak, Scavengers are outcasts in every center of civilization (except perhaps the shipwreck, which is too chaotic and violent to notice their presence). Scavengers kill wantonly, without any reason behind their actions. Membership in this clan will result in becoming an instant entry on defensive clans' &amp;quot;Kill on sight&amp;quot; lists.&lt;br /&gt;
 &lt;br /&gt;
[[Kraken Hunters]]: A group of devoted hunters, both natives and outsiders, who are after giant squids. The members share information and cooperate to take down these powerful animals.&lt;br /&gt;
 &lt;br /&gt;
[[Knights of the IRC Channel]]: A clan made to promote the use of the Shartak IRC channel. Visit the IRC for chatting, trout slap fests and a lot of fun.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Guide_to_Towns&amp;diff=17642</id>
		<title>Guide to Towns</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Guide_to_Towns&amp;diff=17642"/>
		<updated>2008-02-13T17:28:25Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Derby Evening Press's Guide to Towns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press's Guide to Towns==&lt;br /&gt;
 &lt;br /&gt;
So you know you want to visit the island, but you aren't sure what town is for you. The Derby Evening Press has compiled a quick reference for towns and their cultures so that you can better decide what town is best for you. Already have a town, but looking for a good group to join? Read the DEP's [[Guide to Clans]].&lt;br /&gt;
&lt;br /&gt;
==Native Towns==&lt;br /&gt;
  &lt;br /&gt;
===Raktam===&lt;br /&gt;
 &lt;br /&gt;
[[Raktam]]'s relative isolation from outsiders has allowed it to develop futher than its sister settlements. Raktam was once controlled by the powerful [[Raktamites]]. Since their decline into obscurity, many Raktam natives are now flocking to the [[Royal Court of Greater Raktam]], the sole native geopolitical power of significance, in commonwealth with the [[Independent Republic of Fort Creedy]]. Ruled by its queen, Raktam is becoming a power to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
===Wiksik===&lt;br /&gt;
 &lt;br /&gt;
[[Wiksik]] is a non-entity in Shartak politics. Wiksikians who gain prominence typically do so in a manner unrelated to their town. Wiksik is the most mystically-inclined of the native villages. The Wiksik-based Necromancers' Guild urges its members to listen to the ancestors' cries, using their healing arts to cure ailments resulting from the practice. Exorcists find themselves unwelcome in Wiksik, in contrast to other towns, where a peaceful exorcist will find protection from even outsider police forces. Wiksik is occassionally confused with the WickSick Headhunters, the infamous but unconnected native warrior group.&lt;br /&gt;
 &lt;br /&gt;
===Dalpok===&lt;br /&gt;
 &lt;br /&gt;
The only native town west of Mt. Shartak, [[Dalpok]] has the misfortune of being close to both the shipwreck and York, the two largest hostile population centers on Shartak. As a result, Dalpok has been ravaged again and again by raiders. This has resulted in the town's cultural development being stunted. Only recently, with the rise of the [[Dalpok Liberation Front]], has Dalpok begun to move beyond its status as a helpless victim, although the loss at the [[Battle of Archer's Pool]] was a setback for the village.&lt;br /&gt;
&lt;br /&gt;
==Outsider Towns==&lt;br /&gt;
 &lt;br /&gt;
===Derby===&lt;br /&gt;
 &lt;br /&gt;
[[Derby]] was once isolated and backwater, completely irrelevant in Shartak politics. Since the rise of the relatively large and well-organized [[Eastern Federation]], this town has arguably become the center of outsider culture on Shartak. The town has gained a reputation for balancing diplomacy and force. Derby hosts the sole active educational institution on Shartak, along with the most popular running newspaper, the [[Derby Evening Press]], sponsor of this publication.&lt;br /&gt;
 &lt;br /&gt;
===York===&lt;br /&gt;
 &lt;br /&gt;
The central outsider town, [[York]] is the second-largest population center on Shartak. While its location makes it a popular destination for traders and explorers, it is an equally popular destination for invading forces of pirates, natives, and rogue outsiders. York has suffered multiple invasions in its brief history, more than the other two settlements combined. As a result, York clans such as the [[York Coalition]], the [[Colonial Police]], and the [[1st Colonial Militia]] are experienced fighters. However, the proliferation of clans in York means that internal strife is far more common than in their more unified sister cities. &lt;br /&gt;
 &lt;br /&gt;
===Durham===&lt;br /&gt;
 &lt;br /&gt;
[[Durham]], the sleepy town on Shartak's western peninsula, is largely ignored in Shartak politics. This is intentional, as its residents, particularly its original defenders, the [[Durham Pistoleers]], prefer sitting out the various conflicts that inflame Shartak on a regular basis. On the other hand, non-residents complain that it is so boring as to not be worth the considerable effort necessary to reach Durham.&lt;br /&gt;
 &lt;br /&gt;
==Pirate Base==&lt;br /&gt;
 &lt;br /&gt;
===The Shipwreck===&lt;br /&gt;
 &lt;br /&gt;
The most heavily populated base on Shartak, the [[Shipwreck]] is also possibly the most anarchic. While pirate clans appear and last for a time, they tend to be ignored by other pirates, who seem equally happy to kill natives, outsiders, or each other. While many pirates are honorable or peaceful, the actions of the worst pirates have turned much of Shartak against shipwreck residents. Non-pirates are advised to be very cautious about sleeping on land or within the ship, and pirates should be wary outside of their home.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press&amp;diff=17546</id>
		<title>Derby Evening Press</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press&amp;diff=17546"/>
		<updated>2008-02-03T05:03:40Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* The News Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press==&lt;br /&gt;
 &lt;br /&gt;
As part of Derby's continuing attempts to civilize this savage land, the Derby Evening Press has been founded.  The goal of this publication is to focus on issues that matter to Derbians.  Guest submissions are welcomed. Contact us at [http://z3.invisionfree.com/Derby/index.php? the Derby Forums]. We hope you enjoy reading!&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
Most Recent:&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_14|Issue 14]]&lt;br /&gt;
 &lt;br /&gt;
Past issues:&lt;br /&gt;
  &lt;br /&gt;
[[Derby_Evening_Press/Issue_01|Issue 1]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_02|Issue 2]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_03|Issue 3]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_04|Issue 4]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_05|Issue 5]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_06|Issue 6]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_07|Issue 7]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_08|Issue 8]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_09|Issue 9]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_10|Issue 10]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_11|Issue 11]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_11|Issue 12]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_13|Issue 13]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
In addition, the DEP News Team has the honor of wikifying and editing Michael Edward's novel, [[The Tower Of Death]].&lt;br /&gt;
 &lt;br /&gt;
The DEP News Team also has compiled a [[Guide to Towns]] to assist Shartakians looking for a home, and a [[Guide to Clans]] for those seeking membership with an organized body.&lt;br /&gt;
&lt;br /&gt;
==The News Team==&lt;br /&gt;
*[[User:RobZombie|RobZombie]] - Reporter/Rum Expert&lt;br /&gt;
*[[User:Mark D. Stroyer|Mark D. Stroyer]] - Reporter/Editor&lt;br /&gt;
*[[User:Elegost|Elegost]] - Reporter/Photographer&lt;br /&gt;
*Javier Sortani - Columnist/Reporter&lt;br /&gt;
*[[User:Wulla-mullung|Wulla-mullung]] - Ninja Copy Editor&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying| ]] [[Category:Newspaper]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=17409</id>
		<title>Guide to Clans</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=17409"/>
		<updated>2008-01-26T20:18:42Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Durham */  Pistoleers are gone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press's Guide to Clans==&lt;br /&gt;
 &lt;br /&gt;
So you've been on the island, and you'd like some purpose for your existence.  Clans are an excellent way to do that, forming the primary source of power in Shartak politics.  Below are listed a brief summary of the more significant Shartak clans. Clans will be sorted by category.&lt;br /&gt;
 &lt;br /&gt;
==Town-Based==&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
 &lt;br /&gt;
====Derby====&lt;br /&gt;
 &lt;br /&gt;
[[Eastern Federation]]: Formed as a symbol of the increasingly close alliance between the [[1st Derby Privateers]] and the [[Derby Hospitallers]], the Eastern Federation has grown to be one of the largest and most active groups on Shartak. The Federation has earned a reputation for moderation backed by military prowess, earning respect from groups as diverse as the [[York Coalition]] and [[the WickSick Headhunters]]. The Federation has added three new clans to its roster since its inception: the [[Derby Rangers]], [[The Octavius Popebury Memorial Expedition of 1886]], and the [[Greenwolves]].&lt;br /&gt;
 &lt;br /&gt;
[[Derby Hospitallers]] - The Derby Hospitallers were the first Derby-based clan to arise and were the first sign of the Derbian Renaissance. The Hospitallers, described as an &amp;quot;even-handed, democratic group,&amp;quot; initially intended to serve all functions for the town of Derby, operating a hospital, a police force, and a militia. As time went on, other clans quickly arose to perform some of the duties, and the Hospitallers became more specialized. They are now generally accepted as Derby's social workers, operating the [[Derby Hospital]] and the [[Derby Academy]]. Nonetheless, the Hospitallers continue to assist in law enforcement, and have always responded when Derby or its allies are under attack.&lt;br /&gt;
 &lt;br /&gt;
[[1st Derby Privateers]] - the second clan to join in the Derbian Renaissance, shortly after the [[Derby Hospitallers]]. They took on the role of police force and acted as part of the militia on one of the [[Derby Rangers]] operations, the Battle of Midway. With the [[Derby Hospitallers]], they founded the [[Eastern Federation]], and with the Federation, helped defend Derby during the Derby Derby Headhunt. Like most police groups, they have come under flak from those on 'Kill On Sight' lists, so offer those on 'Kill On Sight' lists the option to try and clear their name in the Derbian courts.&lt;br /&gt;
 &lt;br /&gt;
[[Derby Rangers]] - The last of the core Eastern Federation groups to be formed, the Rangers act as the EF's paramilitary group. They focus on outside threats to Derby, as well as other towns, in contrast to the 1st Derby Privateers, which primarily deal with internal threats. They have taken part in several large operations, and have yet to be met with anything other than success. Due to this and their lethality, they have become a respected force on the island.&lt;br /&gt;
 &lt;br /&gt;
[[The Derby Protectors]] - A small band of extremists in Derby, dedicated to opposing the Eastern Federation and its stand on friendly pirates and natives. Arthur Lines, its leader, was once a member of the violent activist clan, the Shartak Preservation Front, and as a result was killed by RobZombie. Ever since has been a menace, killing Eastern Federation members and non-outsiders unreservedly. They are not considered a long term threat, but a niggling irritation. The sanity of their members, in particular that of Lines, is regularly called into question.&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
 &lt;br /&gt;
Durham Citizen (otherwise known as the [[Durham government]] - Members of this clan carry the rights and responsibilities of a citizen of Durham as defined by the Durham government. These include the protection of, and the responsibility to uphold, the law and the right to vote.&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
 &lt;br /&gt;
[[Colonial Police]]: York´s first police force, the Colonial Police has had a string of leaders since its founding during the First Battle of York. It has played a prominent part in all defending York through all four invasions, and was widely respected until after the Third Battle of York, when the then leader Kjendlie reportedly went insane, accusing the Colonial Counter Terrorist Unit of plotting to take over York. This period saw the departure of some of the force´s oldest and most experienced officers. The arrival of 5punk on the scene, who took over the Colonial Police Headquarters, heralded the deterioration of the Colonial Police´s credibility, and has only recently begun a possible recovery with its fifth leader, Lexus.&lt;br /&gt;
&lt;br /&gt;
[[5punk]]: 5punk are like Marmite - you love 'em or you hate 'em. Formed from a forum outside the Shartak community, 5punk are renowned for their crude humour and unwillingness to be forced to do anything. Although once widely suspected of zerging, it is generally accepted that 5punk are able to attack locations in large numbers thanks to their large member base outside of Shartak. They now currently run the Waugh Arms, where they offer safe haven for most characters, as long as you haven´t attacked inside there previously.&lt;br /&gt;
&lt;br /&gt;
[[1st Colonial Militia]]: Formed by York radical Serious Sam, the clan seems to have inherited its founder's renowned extremism. Originally part of the York Alliance, the Colonial Militia broke away due to a difference in ideals, namely Serious Sam´s support of extremist Nathan Hale in Durham, though the groups remained on friendly terms. The Colonial Militia took an active role in defending York during the Fourth Battle of York and the Dork Cup, and upon the formation of the York Coalition they agreed to join it. However, differences once again left the Militia independent from the rest of the York groups. Since then, their main battle has been with 5punk and more recently the Colonial Police, and shots have been fired by all sides on numerous occasions. However, the Militia has been working alongside the York Coalition and the Colonial Police again since the promotion of a new Colonial Police leader, and are actively patrolling the area surrounding York.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=176 The York Coalition]: Formed mainly of Kjendlie-era ex-Colonial Police and ex-CCTU, the York Coalition boasts some of the most experienced fighters on the island; several members are listed among Shartak's top player killers. Since its inception preceding the Dork Cup, it has participated in and often led the defense of York, most notably spearheading the massacre that was the defense of York against the pirate &amp;quot;invasion&amp;quot; that followed the Dork Cup. For a York-centric group, it is remarkably diverse; it has at least one member from each outsider settlement, and even counts one pirate among its number.&lt;br /&gt;
&lt;br /&gt;
====The Shipwreck====&lt;br /&gt;
&lt;br /&gt;
[[The Brotherhood Of The Coast]]: An effort to unite various raid/trade organizations that lingered around the shipwreck, the Brotherhood was pulled together by a few well established pirates, notably; First Among Daves, Michael Edwards, Rozen and 0000FF Beard. The Brotherhood conducted a few 'training raids' on native settlements, which escalated into arranged Real Time battles, one named 'Pirates Graveyard' and the other known as 'Archer's Pool' - though the real name is somewhat more interesting.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
 &lt;br /&gt;
[[The French]]: Though the French do not have a true home town, they have claimed the island of Midway as their home.  They have turned the tower there into the Casino Royale, and have begun a simple gambling operation for those willing to play.&lt;br /&gt;
 &lt;br /&gt;
[[Independent Republic of Fort Creedy]]: Like the French, the Creedists do not have a formal settlement.  Rather, they have claimed Fort Creedy as their home.  Declaring independence, they run their domain democratically, with little interference from others.&lt;br /&gt;
 &lt;br /&gt;
===Island-wide===&lt;br /&gt;
 &lt;br /&gt;
[[The Spartans]]: A respected clan in outsider politics, the Spartans volunteered to assist the defenders of York during a pirate invasion and assisting the York-Derby alliance in the [[Battle of Midway]]. As a result, the Spartans have earned the respect and friendship of several larger clans. They are perhaps the smallest clan (numerically) to ever garner significant attention, having been mentioned twice in the [[Derby Evening Press]].&lt;br /&gt;
 &lt;br /&gt;
===Native===&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
 &lt;br /&gt;
[[The Royal Court of Greater Raktam]]: Claiming to be the blood heir to the throne, Blue Hummingbird created the Royal Court of Greater Raktam. It has since been recognised as a legitimate court by the Eastern Federation and, apart from the odd trouble-maker, has been welcomed as an extra element of metagaming in Raktam, an otherwise quiet and rather dull native settlement. The Court is setting up a tax system, and funding a police force to patrol the surrounding area, creating more job opportunities for young Raktamites and foreigners alike.&lt;br /&gt;
 &lt;br /&gt;
====Dalpok====&lt;br /&gt;
 &lt;br /&gt;
[[Dalpok Liberation Front]]: A group founded relatively recently, its sole goal is the defense of the village of Dalpok from hostile outsiders, particularly pirates. Many famous natives, including a number of WickSick Headhunters, are in this clan. It was formed by Cracker due to the large number of pirates constantly assaulting the native village. They also stress that they are not a police force, but defenders only, with both patrolmen and a shaman corps for eliminating hostile spirits.&lt;br /&gt;
 &lt;br /&gt;
====Wiksik====&lt;br /&gt;
 &lt;br /&gt;
[[The Necromancers Guild]]: Though there is no evidence the NG was intended to be a Wiksik-based clan, the town has proven to be the NG's power base.  The Necromancers are Shartak's mystics. They oppose exorcism, going so far as to kill exorcists for banishing spirits.  The Necromancers believe they draw power from listening to the wails of spirits in their huts, welcoming any who enter their land. In an atypical action for a town-based clan, the Necromancers do not claim to defend their town from any threat, instead focusing on exploring Shartak's spirit world.&lt;br /&gt;
 &lt;br /&gt;
==Island-wide==&lt;br /&gt;
 &lt;br /&gt;
[[The WickSick Headhunters]]: Although not officially a clan, this group of primarily natives is perhaps the most renowned of all groups. They travel Shartak, attacking each outsider or pirate settlement. They have arranged several competitions, known as the Durham Headhunt Contest, the Derby Derby, and the Dork Cup. These attacks alone cost the outsiders around 500 lives, half of which were inflicted in the Dork Cup. Outsider towns have been known to put aside all differences and unite when a competition is announced. Recently they claimed the island between York and Derby as their own, but were thrown out after a combined attack of the Eastern Federation, the York Coalition, the Spartans, and the 1st Colonial Militia.&lt;br /&gt;
 &lt;br /&gt;
==Clans unaffiliated with a faction==&lt;br /&gt;
 &lt;br /&gt;
[[Shartak Merchants' Association]]: The SMA was founded by the wealthy native trader Songa to replace the dying South Shartak Trading Company. Though small, with its membership numbers never exceeding the single digits, the SMA is extraordinarily wealthy, commanding more money than any other clan on Shartak. That being said, the SMA is less of a clan and more of a trade guild. Clan members operate with complete independence, their affiliation largely serving to mark them as peaceful traders. Additionally, the SMA is solely interested in the acquisition of wealth, and does not attempt to use the wealth of its membership for any sort of collective action.&lt;br /&gt;
 &lt;br /&gt;
[[Open Arms]]: More of a belief system than a clan, Open Arms members are extremely peaceful. Members are expected to never attack without provocation, and many will not kill even in self-defense. Open Arms members believe in building a community spanning ethnic lines, drawing members from across Shartak. Members are expected to be kind and helpful to non-members, regardless of race or creed.&lt;br /&gt;
 &lt;br /&gt;
[[Scavengers]]: Perhaps the most reviled clan on Shartak, Scavengers are outcasts in every center of civilization (except perhaps the shipwreck, which is too chaotic and violent to notice their presence). Scavengers kill wantonly, without any reason behind their actions. Membership in this clan will result in becoming an instant entry on defensive clans' &amp;quot;Kill on sight&amp;quot; lists.&lt;br /&gt;
 &lt;br /&gt;
[[Kraken Hunters]]: A group of devoted hunters, both natives and outsiders, who are after giant squids. The members share information and cooperate to take down these powerful animals.&lt;br /&gt;
 &lt;br /&gt;
[[Knights of the IRC Channel]]: A clan made to promote the use of the Shartak IRC channel. Visit the IRC for chatting, trout slap fests and a lot of fun.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press&amp;diff=17408</id>
		<title>Derby Evening Press</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press&amp;diff=17408"/>
		<updated>2008-01-26T18:25:34Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press==&lt;br /&gt;
 &lt;br /&gt;
As part of Derby's continuing attempts to civilize this savage land, the Derby Evening Press has been founded.  The goal of this publication is to focus on issues that matter to Derbians.  Guest submissions are welcomed. Contact us at [http://z3.invisionfree.com/Derby/index.php? the Derby Forums]. We hope you enjoy reading!&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
Most Recent:&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_14|Issue 14]]&lt;br /&gt;
 &lt;br /&gt;
Past issues:&lt;br /&gt;
  &lt;br /&gt;
[[Derby_Evening_Press/Issue_01|Issue 1]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_02|Issue 2]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_03|Issue 3]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_04|Issue 4]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_05|Issue 5]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_06|Issue 6]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_07|Issue 7]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_08|Issue 8]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_09|Issue 9]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_10|Issue 10]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_11|Issue 11]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_11|Issue 12]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_13|Issue 13]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
In addition, the DEP News Team has the honor of wikifying and editing Michael Edward's novel, [[The Tower Of Death]].&lt;br /&gt;
 &lt;br /&gt;
The DEP News Team also has compiled a [[Guide to Towns]] to assist Shartakians looking for a home, and a [[Guide to Clans]] for those seeking membership with an organized body.&lt;br /&gt;
&lt;br /&gt;
==The News Team==&lt;br /&gt;
*[[User:Black Joe|James Barnes]] - Chief Editor/Reporter&lt;br /&gt;
*[[User:RobZombie|RobZombie]] - Reporter/Rum Expert&lt;br /&gt;
*[[User:Mark D. Stroyer|Mark D. Stroyer]] - Reporter/Asst. Editor&lt;br /&gt;
*[[User:Elegost|Elegost]] - Reporter/Photographer&lt;br /&gt;
*Javier Sortani - BabeWatch Columnist&lt;br /&gt;
*[[User:Wulla-mullung|Wulla-mullung]] - Ninja Copy Editor&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying| ]] [[Category:Newspaper]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Ibn_al_Xuffasch&amp;diff=17403</id>
		<title>User talk:Ibn al Xuffasch</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Ibn_al_Xuffasch&amp;diff=17403"/>
		<updated>2008-01-26T02:48:42Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Court page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey Daves,&lt;br /&gt;
&lt;br /&gt;
I'm glad to have participation in the Guide to Towns, but I'm concerned the Raktam guide might be a bit longer than we're aiming for.  The goal is to keep the guide short and to the point, without going into detail (e.g. not all of Derby's institutions are listed).  However, I would like to develop a sort of player-run version of the town's various pages, detailing what PC-run services are available in each town.  Any suggestions on how to implement this?  We used to do it on the main town pages, but they got so bloated, the consensus was to cut them back to their old sizes.--[[User:Black Joe|Black Joe]] 05:47, 2 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No worries - I'll trim it back. The main town pages really should contain all of this - for example, I always get lost when I go to Derby and a map with all points of interest would be really useful. - Dave&lt;br /&gt;
&lt;br /&gt;
== Court page ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...the Eastern Federation initiated Operation Moonwalk, a plan to kill Raktam garrison members who were attacking Durham Pistoleers not directly implicated in the initial attack.&amp;quot; You're making assumptions, there. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 15:13, 24 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had thought that was in the Derby Evening Press? - Dave&lt;br /&gt;
&lt;br /&gt;
Nope. Check again. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 01:02, 25 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mark D. Stroyer says “Perhaps I should explain, your Highness. It is true that the EF did consider such a plan, but it was only to executed in the case of an all-out attack on the Pistoleers as a whole, which was hinted.” with a slight accent. (2008-01-22 14:45)&lt;br /&gt;
Neil Tathers says “What are we talking about here?” with a slight accent. (2008-01-22 14:55)&lt;br /&gt;
Mark D. Stroyer says “Attacking the entire Pistoleer forces, not simply those rogues which took place in the Creedy attack, would be unwarranted. However, seeing as the attack is now entirely impossible...” with a slight accent. (2008-01-22 15:00)&lt;br /&gt;
Mark D. Stroyer says “...The EF's retaliation is also equally impossible. Oh, and a small note: My title is actually SGM, not Mr.” with a slight accent. (2008-01-22 15:01)&lt;br /&gt;
&lt;br /&gt;
 - Dave&lt;br /&gt;
&lt;br /&gt;
And when did I say that was the nature of Operation Moonwalk? Look later on, and you'll find that I cannot confirm or deny its exact nature. You're reading in too much. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:48, 26 January 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Ibn_al_Xuffasch&amp;diff=17367</id>
		<title>User talk:Ibn al Xuffasch</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Ibn_al_Xuffasch&amp;diff=17367"/>
		<updated>2008-01-25T01:02:05Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Court page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey Daves,&lt;br /&gt;
&lt;br /&gt;
I'm glad to have participation in the Guide to Towns, but I'm concerned the Raktam guide might be a bit longer than we're aiming for.  The goal is to keep the guide short and to the point, without going into detail (e.g. not all of Derby's institutions are listed).  However, I would like to develop a sort of player-run version of the town's various pages, detailing what PC-run services are available in each town.  Any suggestions on how to implement this?  We used to do it on the main town pages, but they got so bloated, the consensus was to cut them back to their old sizes.--[[User:Black Joe|Black Joe]] 05:47, 2 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No worries - I'll trim it back. The main town pages really should contain all of this - for example, I always get lost when I go to Derby and a map with all points of interest would be really useful. - Dave&lt;br /&gt;
&lt;br /&gt;
== Court page ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...the Eastern Federation initiated Operation Moonwalk, a plan to kill Raktam garrison members who were attacking Durham Pistoleers not directly implicated in the initial attack.&amp;quot; You're making assumptions, there. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 15:13, 24 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had thought that was in the Derby Evening Press? - Dave&lt;br /&gt;
&lt;br /&gt;
Nope. Check again. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 01:02, 25 January 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Ibn_al_Xuffasch&amp;diff=17357</id>
		<title>User talk:Ibn al Xuffasch</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Ibn_al_Xuffasch&amp;diff=17357"/>
		<updated>2008-01-24T15:13:03Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: Court page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey Daves,&lt;br /&gt;
&lt;br /&gt;
I'm glad to have participation in the Guide to Towns, but I'm concerned the Raktam guide might be a bit longer than we're aiming for.  The goal is to keep the guide short and to the point, without going into detail (e.g. not all of Derby's institutions are listed).  However, I would like to develop a sort of player-run version of the town's various pages, detailing what PC-run services are available in each town.  Any suggestions on how to implement this?  We used to do it on the main town pages, but they got so bloated, the consensus was to cut them back to their old sizes.--[[User:Black Joe|Black Joe]] 05:47, 2 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No worries - I'll trim it back. The main town pages really should contain all of this - for example, I always get lost when I go to Derby and a map with all points of interest would be really useful. - Dave&lt;br /&gt;
&lt;br /&gt;
== Court page ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...the Eastern Federation initiated Operation Moonwalk, a plan to kill Raktam garrison members who were attacking Durham Pistoleers not directly implicated in the initial attack.&amp;quot; You're making assumptions, there. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 15:13, 24 January 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:James_Warren_Jones&amp;diff=17222</id>
		<title>User talk:James Warren Jones</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:James_Warren_Jones&amp;diff=17222"/>
		<updated>2008-01-19T22:21:24Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: Just a little note:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Wiki!&lt;br /&gt;
If you could learn to find the 'Show preview' button and use it to preview changes, allowing you to make a number of minor changes in a single 'save page' it would be appreciated.  --[[User:Johan Crichton|Johan Crichton]] 07:03, 11 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Just a little note: ==&lt;br /&gt;
&lt;br /&gt;
From your forums, the 'Welcome to Jonestown' topic, you said the following: &amp;quot;We can bring peace to Shartak, and we ''will'' '''destroy''' anyone who gets in the way of our mission.&amp;quot; So...in other words, you'll bring peace through violence. And you want only peaceful people to join. Hm. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 22:21, 19 January 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Newcomers_Guide&amp;diff=17201</id>
		<title>Newcomers Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Newcomers_Guide&amp;diff=17201"/>
		<updated>2008-01-18T23:31:08Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Must have skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Things to know about playing Shartak==&lt;br /&gt;
*Shartak is a slow paced game.  This isn't Doom; you won't be slaughtering enemies left and right.  You'll be traveling through the jungle, searching for supplies, healing wounds, hunting [[animals]] (or people).  That takes time.&lt;br /&gt;
*Shartak is what you make it.  There are no defined goals that you have to or are encouraged to achieve.  You can explore the island, provide healing, hunt animals, fight other players or trade goods between [[Settlement|settlements.]]  It's up to you.&lt;br /&gt;
*Shartak can be fun playing as a lone explorer or hunter, but you can also play and have a lot of fun as a member of a [[clan]] or just interacting with other players.  Shartak also has an [http://forum.shartak.com/ active forum] where you can seek advice or other people to play with.&lt;br /&gt;
&lt;br /&gt;
==Tips for starting out==&lt;br /&gt;
*The Island is a dangerous place:&lt;br /&gt;
**Make sure you're well supplied before venturing out from your starting location.  See below for recommended supplies.&lt;br /&gt;
**Navigation is not easy.  Until you acquire a GPS and/or the exploration skill, be wary of getting lost.&lt;br /&gt;
**The Island is filled with dangers.  Expect to die easily, unless you take precautions.  You can revive (c.v.) fairly easily, so don't let it get you down.&lt;br /&gt;
&lt;br /&gt;
==Must-have skills==&lt;br /&gt;
These [[skills]] are what you should probably pick first, whether you're a bloodthirsty pirate or the friendly neighbourhood shaman.&lt;br /&gt;
*'''Body Building''' (a pre-request for stamina, adds 1 damage to your melee attack)&lt;br /&gt;
:*'''Stamina''' (adds 20hp, making you harder to kill)&lt;br /&gt;
*'''Exploration''' (helps give you a vague sense of direction, even if your map isn't filled in completely)&lt;br /&gt;
:*'''Trekking''' (reduces movement through jungle significantly, thus saving AP for fighting, healing etc)&lt;br /&gt;
*'''Outsider/Native Knowledge''' (you can't use the healing items of the opposite faction without this)&lt;br /&gt;
*It's also recommended to have at least one [[language]] skill, as you can partly make out what the other faction is saying, somewhat.&lt;br /&gt;
&lt;br /&gt;
==Recommended adventuring supplies==&lt;br /&gt;
The following is a recommended list of [[Items]] that you consider equipping yourself with for your adventures on the Island:&lt;br /&gt;
*3 machetes or cutlasses. Useful for chopping trees and wildlife.  3? Because the first one is guaranteed to break at the worst possible time.&lt;br /&gt;
*1 sharpening stone.  Don't wield a blunt machete or cutlass - use your sharpening stone.&lt;br /&gt;
*A lot of healing supplies.  You never know what you'll run into out in the jungle, and you'll live a lot longer if you've got a supply of first aid kits and healing herbs. Bottles or gourds filled with fresh water or fruit juice provide less healing than first aid kits, but can be refilled at rivers and lakes. Fruits and berries can be found at trees in the jungle, but these heal only small amounts of damage, and should only be used in an emergency. &lt;br /&gt;
*If you're a soldier or warrior, you may want to check out rifles and blowpipes.  If you do, carry a lot of spare ammo for rifles and blowpipes.&lt;br /&gt;
*1 knife or dagger. These allow you to leave messages on trees and huts, as well as acting as a backup weapon.&lt;br /&gt;
*1 GPS unit.  Initially, only outsiders and pirates can use these; however, natives with outsider knowledge can also make use of them.&lt;br /&gt;
&lt;br /&gt;
==Character Basics==&lt;br /&gt;
* [[Gameplay#Action_Points|Action Points (AP)]] govern how much your character can do in a day. When they hit zero, you can't do anything until they've recharged.   They recharge at one every twenty minutes.&lt;br /&gt;
* [[Gameplay#Hit_Points|Hit Points (HP)]] reflect how many hits your character can take before dying.  You can restore HP with healing.  When they hit zero, your character [[Death|dies and enters the spirit world]], from which you can [[Death#Returning_to_life|return to life]] through the Island's Shamans.&lt;br /&gt;
* [[XP|Experience Points (XP)]] reflect your character learning from their experiences.  As they increase, your character can learn new [[skills]].&lt;br /&gt;
&lt;br /&gt;
==Villages==&lt;br /&gt;
[[Camp|Villages]] play a major role in Shartak.  They are generally the centers of role-playing activity within the game and they contain supply huts, the primary sources of supplies.  Towns also contain shamans, providing a reliable respawn point to all players.  Any player killed has the option of reviving in their hometown for 25 action points or at the nearest wandering shaman for 50 action points.&lt;br /&gt;
&lt;br /&gt;
===Village fixtures===&lt;br /&gt;
All six villages have certain structures in common. The shipwreck is somewhat different (see below).  It should be noted that huts cannot be destroyed, but they can be hidden by thick jungle. &lt;br /&gt;
*Empty huts.  These are the most common type of hut.  They can be found in the jungle or at any settlement other than the Shipwreck.  Some may be occupied by players now.  Many clans and players have laid claim to certain huts as their territory.  However, most clans do not particularly mind a friendly visitor. &lt;br /&gt;
*Medical huts.  These huts can be searched for supplies.  They stand a reasonably good chance of supplying first aid kits (in outsider settlements) and healing herbs (in native settlements).  They also provide other supplies such as machetes, bottles of water, knives, etc. These are the best source of medical supplies for players.&lt;br /&gt;
*Ammunition huts.  These huts are vital for soldiers and warriors.  They provide ammunition appropriate for these classes' weaponry, along with providing additional rifles or blowpipes.  Fighters should search these huts for ranged weaponry and ammunition.  &lt;br /&gt;
*Trader's hut.  These can be found in any settlement. Here, one can trade for supplies or money.  Though searching is useless in this hut, players can acquire supplies they need or sell off those they don't.  However, visiting the same trader too frequently will result in worsened prices.  Additionally, the trader reacts to supply and demand, so prices may fluctuate.&lt;br /&gt;
*Shaman.  The shaman, as mentioned above, provides a stable resource point for players originating from that village.&lt;br /&gt;
&lt;br /&gt;
===Shipwreck===&lt;br /&gt;
Unlike other villages, the [[shipwreck]] site holds two structures.  One is the trader's hut, which works like any other trader's hut.  The other structure is the ship itself.  The ship has five rooms.  Each room supplies different items (with the exception of the crow's nest).  Cutlasses can be found in the armory or the large hold.  First aid kits can be found in the large hold.  It should be noted that first aid kits have a lower find rate at the shipwreck than at any other settlement, making them profitable commodities.&lt;br /&gt;
&lt;br /&gt;
==Helpful Links==&lt;br /&gt;
These links should help answer any questions you might have.&lt;br /&gt;
&lt;br /&gt;
*[[Clans]]&lt;br /&gt;
*[[Character classes|Classes]]&lt;br /&gt;
*[[Gameplay]]&lt;br /&gt;
*[[Requests for information]]&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
*[[Terrain]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
*[[Parchment Pages]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Newcomers_Guide&amp;diff=17200</id>
		<title>Newcomers Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Newcomers_Guide&amp;diff=17200"/>
		<updated>2008-01-18T23:26:46Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Recommended adventuring supplies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Things to know about playing Shartak==&lt;br /&gt;
*Shartak is a slow paced game.  This isn't Doom; you won't be slaughtering enemies left and right.  You'll be traveling through the jungle, searching for supplies, healing wounds, hunting [[animals]] (or people).  That takes time.&lt;br /&gt;
*Shartak is what you make it.  There are no defined goals that you have to or are encouraged to achieve.  You can explore the island, provide healing, hunt animals, fight other players or trade goods between [[Settlement|settlements.]]  It's up to you.&lt;br /&gt;
*Shartak can be fun playing as a lone explorer or hunter, but you can also play and have a lot of fun as a member of a [[clan]] or just interacting with other players.  Shartak also has an [http://forum.shartak.com/ active forum] where you can seek advice or other people to play with.&lt;br /&gt;
&lt;br /&gt;
==Tips for starting out==&lt;br /&gt;
*The Island is a dangerous place:&lt;br /&gt;
**Make sure you're well supplied before venturing out from your starting location.  See below for recommended supplies.&lt;br /&gt;
**Navigation is not easy.  Until you acquire a GPS and/or the exploration skill, be wary of getting lost.&lt;br /&gt;
**The Island is filled with dangers.  Expect to die easily, unless you take precautions.  You can revive (c.v.) fairly easily, so don't let it get you down.&lt;br /&gt;
&lt;br /&gt;
==Must have skills==&lt;br /&gt;
These [[skills]] are what you should probably pick first, whether you're a bloodthirsty pirate or the friendly neighbourhood shaman.&lt;br /&gt;
*'''Body Building''' (a pre-request for stamina, adds 1 damage to your melee attack)&lt;br /&gt;
:*'''Stamina''' (adds 20hp, making you harder to kill)&lt;br /&gt;
*'''Exploration''' (helps give you a vague sense of direction, even if your map isn't filled in completely)&lt;br /&gt;
:*'''Trekking''' (reduces movement through jungle significantly, thus saving AP for fighting, healing etc)&lt;br /&gt;
*'''Outsider/Native Knowledge''' (you can't use the healing items of the opposite faction without this)&lt;br /&gt;
*It's also recommended to have at least one [[language]] skill, as you can partly make out what the other faction is saying, somewhat.&lt;br /&gt;
&lt;br /&gt;
==Recommended adventuring supplies==&lt;br /&gt;
The following is a recommended list of [[Items]] that you consider equipping yourself with for your adventures on the Island:&lt;br /&gt;
*3 machetes or cutlasses. Useful for chopping trees and wildlife.  3? Because the first one is guaranteed to break at the worst possible time.&lt;br /&gt;
*1 sharpening stone.  Don't wield a blunt machete or cutlass - use your sharpening stone.&lt;br /&gt;
*A lot of healing supplies.  You never know what you'll run into out in the jungle, and you'll live a lot longer if you've got a supply of first aid kits and healing herbs. Bottles or gourds filled with fresh water or fruit juice provide less healing than first aid kits, but can be refilled at rivers and lakes. Fruits and berries can be found at trees in the jungle, but these heal only small amounts of damage, and should only be used in an emergency. &lt;br /&gt;
*If you're a soldier or warrior, you may want to check out rifles and blowpipes.  If you do, carry a lot of spare ammo for rifles and blowpipes.&lt;br /&gt;
*1 knife or dagger. These allow you to leave messages on trees and huts, as well as acting as a backup weapon.&lt;br /&gt;
*1 GPS unit.  Initially, only outsiders and pirates can use these; however, natives with outsider knowledge can also make use of them.&lt;br /&gt;
&lt;br /&gt;
==Character Basics==&lt;br /&gt;
* [[Gameplay#Action_Points|Action Points (AP)]] govern how much your character can do in a day. When they hit zero, you can't do anything until they've recharged.   They recharge at one every twenty minutes.&lt;br /&gt;
* [[Gameplay#Hit_Points|Hit Points (HP)]] reflect how many hits your character can take before dying.  You can restore HP with healing.  When they hit zero, your character [[Death|dies and enters the spirit world]], from which you can [[Death#Returning_to_life|return to life]] through the Island's Shamans.&lt;br /&gt;
* [[XP|Experience Points (XP)]] reflect your character learning from their experiences.  As they increase, your character can learn new [[skills]].&lt;br /&gt;
&lt;br /&gt;
==Villages==&lt;br /&gt;
[[Camp|Villages]] play a major role in Shartak.  They are generally the centers of role-playing activity within the game and they contain supply huts, the primary sources of supplies.  Towns also contain shamans, providing a reliable respawn point to all players.  Any player killed has the option of reviving in their hometown for 25 action points or at the nearest wandering shaman for 50 action points.&lt;br /&gt;
&lt;br /&gt;
===Village fixtures===&lt;br /&gt;
All six villages have certain structures in common. The shipwreck is somewhat different (see below).  It should be noted that huts cannot be destroyed, but they can be hidden by thick jungle. &lt;br /&gt;
*Empty huts.  These are the most common type of hut.  They can be found in the jungle or at any settlement other than the Shipwreck.  Some may be occupied by players now.  Many clans and players have laid claim to certain huts as their territory.  However, most clans do not particularly mind a friendly visitor. &lt;br /&gt;
*Medical huts.  These huts can be searched for supplies.  They stand a reasonably good chance of supplying first aid kits (in outsider settlements) and healing herbs (in native settlements).  They also provide other supplies such as machetes, bottles of water, knives, etc. These are the best source of medical supplies for players.&lt;br /&gt;
*Ammunition huts.  These huts are vital for soldiers and warriors.  They provide ammunition appropriate for these classes' weaponry, along with providing additional rifles or blowpipes.  Fighters should search these huts for ranged weaponry and ammunition.  &lt;br /&gt;
*Trader's hut.  These can be found in any settlement. Here, one can trade for supplies or money.  Though searching is useless in this hut, players can acquire supplies they need or sell off those they don't.  However, visiting the same trader too frequently will result in worsened prices.  Additionally, the trader reacts to supply and demand, so prices may fluctuate.&lt;br /&gt;
*Shaman.  The shaman, as mentioned above, provides a stable resource point for players originating from that village.&lt;br /&gt;
&lt;br /&gt;
===Shipwreck===&lt;br /&gt;
Unlike other villages, the [[shipwreck]] site holds two structures.  One is the trader's hut, which works like any other trader's hut.  The other structure is the ship itself.  The ship has five rooms.  Each room supplies different items (with the exception of the crow's nest).  Cutlasses can be found in the armory or the large hold.  First aid kits can be found in the large hold.  It should be noted that first aid kits have a lower find rate at the shipwreck than at any other settlement, making them profitable commodities.&lt;br /&gt;
&lt;br /&gt;
==Helpful Links==&lt;br /&gt;
These links should help answer any questions you might have.&lt;br /&gt;
&lt;br /&gt;
*[[Clans]]&lt;br /&gt;
*[[Character classes|Classes]]&lt;br /&gt;
*[[Gameplay]]&lt;br /&gt;
*[[Requests for information]]&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
*[[Terrain]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
*[[Parchment Pages]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Rangers&amp;diff=17141</id>
		<title>Derby Rangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Rangers&amp;diff=17141"/>
		<updated>2008-01-14T19:51:37Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Derby Rangers|&lt;br /&gt;
official_id=182|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Derbyrangers2.jpg]]|&lt;br /&gt;
clan_leaders=[[User:Mark_D._Stroyer|SGM Mark D. Stroyer]]|&lt;br /&gt;
clan_membership=12|&lt;br /&gt;
clan_recruit=Anyone willing.|&lt;br /&gt;
clan_goals=Resond to foreign conflicts. Provide backup for Privateers against high-profile targets.|&lt;br /&gt;
clan_contact=http://z3.invisionfree.com/Derby/ or in-game.|&lt;br /&gt;
sort_as=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Derby Rangers are a branch of the [[Eastern Federation]]. While the [[1st Derby Privateers]] ensure Derby's internal security with police work and Derby's defense, the Rangers are a paramilitary group designed for response to external threats. &lt;br /&gt;
&lt;br /&gt;
==Dipolomacy==&lt;br /&gt;
&lt;br /&gt;
The Rangers can be called on by the allies of the Eastern Federation to assist in conflicts, should they arise. Also, the Rangers will accept minor mercenary jobs, such as killing a shaman. However, the Rangers reserve the right to refuse service for any reason whatsoever. &lt;br /&gt;
&lt;br /&gt;
==Recruitment==&lt;br /&gt;
&lt;br /&gt;
Any member of the EF can join the Rangers, but the Rangers heartily accept anyone willing to fight. Wages will be paid in response to the completion of a task. The Rangers' HQ is at the GPS coordinates of [-70.097,+26.348], two blocks South-West relative to the shaman.&lt;br /&gt;
&lt;br /&gt;
Also, all members should sign up on the forums so they can receive orders and updates.&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
&lt;br /&gt;
For the most part, the Derby Rangers' tasks are few, aside from assistance of other towns. The Privateers may call for assistance in the execution of a high-level terrorist. If there is nothing of importance, members are free to act as they please, provided that they can return to their tasks quickly should an event come up. Think of it as a National Guard unit.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
&lt;br /&gt;
Sergeant Major (Rangers' leader): &lt;br /&gt;
*[[User:Mark D. Stroyer|Mark D. Stroyer]]&lt;br /&gt;
&lt;br /&gt;
First Sergeant (Second-in-command): &lt;br /&gt;
*[[User:Elegost|Elegost]]&lt;br /&gt;
&lt;br /&gt;
Sergeant First Class: &lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=5957 Javier Sortani] &lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=5293 Kilshrek]&lt;br /&gt;
*[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Staff Sergeant:&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=7559 Spitfire]&lt;br /&gt;
*[[User:Tom_Failur|Tommy Atkins]]&lt;br /&gt;
&lt;br /&gt;
Sergeant: &lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=9300 Plaid Avenger]&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=9788 Testingthelimits]&lt;br /&gt;
&lt;br /&gt;
Corporal:&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=3366 Master Lucky]&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=7422 Lardman]&lt;br /&gt;
&lt;br /&gt;
Private:&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=13225 Xan KriegerV2]&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=12802 TexasRed]&lt;br /&gt;
&lt;br /&gt;
==Announcement==&lt;br /&gt;
All Ranger members, sign up on the forums. You will receive orders and other information through the forums.&lt;br /&gt;
&lt;br /&gt;
==Operations==&lt;br /&gt;
The Rangers have participated in several news-making events, including those below:&lt;br /&gt;
&lt;br /&gt;
*Defended [[York]] from raiding pirates. Result: Pirates completely routed, before causing any casualties to York civilians. Overall, success.&lt;br /&gt;
*Lead assault at Battle of Midway against [[The WickSick Headhunters]]. Result: Many Headhunters killed, and all others scattered. Overall, success. &lt;br /&gt;
*Aided newly-formed Dalpok Liberation Front in elimination of attacking pirates around [[Dalpok]]. Result: Many pirates killed. Pulled out due to lack of targets. Overall, success.&lt;br /&gt;
&lt;br /&gt;
==Rangers in the News==&lt;br /&gt;
*[[Derby_Evening_Press/Issue_07#Derby_Rangers_Founded|Founding of the Rangers]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_08#Derby_Rangers|Rangers aiding York invasion]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_09#York_Attack_Ends|Rangers help end York invasion]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_09#The_Battle_of_Midway|Rangers in Battle of Midway]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_10#Derby_Sides_With_DLF|Rangers aid Dalpok Liberation Front]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_11#Dalpok_Liberation_Front_Assistance_Ended|Rangers end DLF assistance]]&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
The Rangers are allied with the groups of the [[Eastern Federation]], those being the [[Derby Hospitallers]], the [[1st Derby Privateers]], and the [[The Octavius Popebury Memorial Expedition of 1886]]. Also allied with the York Coalition. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Page under construction.''&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Rangers&amp;diff=17140</id>
		<title>Derby Rangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Rangers&amp;diff=17140"/>
		<updated>2008-01-14T18:36:26Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Membership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Derby Rangers|&lt;br /&gt;
official_id=182|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Derbyrangers2.jpg]]|&lt;br /&gt;
clan_leaders=[[User:Mark_D._Stroyer|SGM Mark D. Stroyer]]|&lt;br /&gt;
clan_membership=12|&lt;br /&gt;
clan_recruit=Anyone willing.|&lt;br /&gt;
clan_goals=Resond to foreign conflicts. Provide backup for Privateers against high-profile targets.|&lt;br /&gt;
clan_contact=http://z3.invisionfree.com/Derby/index.php or in-game.|&lt;br /&gt;
sort_as=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Derby Rangers are a branch of the [[Eastern Federation]]. While the [[1st Derby Privateers]] ensure Derby's internal security with police work and Derby's defense, the Rangers are a paramilitary group designed for response to external threats. &lt;br /&gt;
&lt;br /&gt;
==Dipolomacy==&lt;br /&gt;
&lt;br /&gt;
The Rangers can be called on by the allies of the Eastern Federation to assist in conflicts, should they arise. Also, the Rangers will accept minor mercenary jobs, such as killing a shaman. However, the Rangers reserve the right to refuse service for any reason whatsoever. &lt;br /&gt;
&lt;br /&gt;
==Recruitment==&lt;br /&gt;
&lt;br /&gt;
Any member of the EF can join the Rangers, but the Rangers heartily accept anyone willing to fight. Wages will be paid in response to the completion of a task. The Rangers' HQ is at the GPS coordinates of [-70.097,+26.348], two blocks South-West relative to the shaman.&lt;br /&gt;
&lt;br /&gt;
Also, all members should sign up on the forums so they can receive orders and updates.&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
&lt;br /&gt;
For the most part, the Derby Rangers' tasks are few, aside from assistance of other towns. The Privateers may call for assistance in the execution of a high-level terrorist. If there is nothing of importance, members are free to act as they please, provided that they can return to their tasks quickly should an event come up. Think of it as a National Guard unit.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
&lt;br /&gt;
Sergeant Major (Rangers' leader): &lt;br /&gt;
*[[User:Mark D. Stroyer|Mark D. Stroyer]]&lt;br /&gt;
&lt;br /&gt;
First Sergeant (Second-in-command): &lt;br /&gt;
*[[User:Elegost|Elegost]]&lt;br /&gt;
&lt;br /&gt;
Sergeant First Class): &lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=5957 Javier Sortani] &lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=5293 Kilshrek]&lt;br /&gt;
*[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Staff Sergeant:&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=7559 Spitfire]&lt;br /&gt;
*[[User:Tom_Failur|Tommy Atkins]]&lt;br /&gt;
&lt;br /&gt;
Sergeant: &lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=9300 Plaid Avenger]&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=9788 Testingthelimits]&lt;br /&gt;
&lt;br /&gt;
Corporal:&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=3366 Master Lucky]&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=7422 Lardman]&lt;br /&gt;
&lt;br /&gt;
Private:&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=13225 Xan KriegerV2]&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=12802 TexasRed]&lt;br /&gt;
&lt;br /&gt;
==Announcement==&lt;br /&gt;
All Ranger members, sign up on the forums. You will receive orders and other information through the forums.&lt;br /&gt;
&lt;br /&gt;
==Operations==&lt;br /&gt;
The Rangers have participated in several news-making events, including those below:&lt;br /&gt;
&lt;br /&gt;
*Defended [[York]] from raiding pirates. Result: Pirates completely routed, before causing any casualties to York civilians. Overall, success.&lt;br /&gt;
*Lead assault at Battle of Midway against [[The WickSick Headhunters]]. Result: Many Headhunters killed, and all others scattered. Overall, success. &lt;br /&gt;
*Aided newly-formed Dalpok Liberation Front in elimination of attacking pirates around [[Dalpok]]. Result: Many pirates killed. Pulled out due to lack of targets. Overall, success.&lt;br /&gt;
&lt;br /&gt;
==Rangers in the News==&lt;br /&gt;
*[[Derby_Evening_Press/Issue_07#Derby_Rangers_Founded|Founding of the Rangers]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_08#Derby_Rangers|Rangers aiding York invasion]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_09#York_Attack_Ends|Rangers help end York invasion]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_09#The_Battle_of_Midway|Rangers in Battle of Midway]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_10#Derby_Sides_With_DLF|Rangers aid Dalpok Liberation Front]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_11#Dalpok_Liberation_Front_Assistance_Ended|Rangers end DLF assistance]]&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
The Rangers are allied with the groups of the [[Eastern Federation]], those being the [[Derby Hospitallers]], the [[1st Derby Privateers]], and the [[The Octavius Popebury Memorial Expedition of 1886]]. Also allied with the York Coalition. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Page under construction.''&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Wraithwain_Journal&amp;diff=17136</id>
		<title>Talk:The Wraithwain Journal</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Wraithwain_Journal&amp;diff=17136"/>
		<updated>2008-01-14T05:03:41Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* A random question */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About my Journal==&lt;br /&gt;
Welcome, feel free to leave a note or say hi or such.&lt;br /&gt;
&amp;lt;br&amp;gt;-[[User:Ethir Wraithwain|Ethir Wraithwain]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep it up! :) &amp;amp;ndash; [[User:Wulla-mullung|Wulla]] &amp;lt;sup&amp;gt;([[User talk:Wulla-mullung|talk]])&amp;lt;/sup&amp;gt; 22:29, 8 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A random question===&lt;br /&gt;
How does one italicize(?) his writings in this free online encyclopedia?&lt;br /&gt;
&amp;lt;br&amp;gt;-[[User:Ethir Wraithwain|Ethir Wraithwain]]&lt;br /&gt;
&lt;br /&gt;
Place two apostrophes in the beginning and the end of the desired text. ''Such as this, for example.'' -[[User:Mark D. Stroyer|Mark D. Stroyer]] 05:03, 14 January 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Wraithwain_Journal&amp;diff=17135</id>
		<title>Talk:The Wraithwain Journal</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Wraithwain_Journal&amp;diff=17135"/>
		<updated>2008-01-14T05:03:23Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* A random question */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About my Journal==&lt;br /&gt;
Welcome, feel free to leave a note or say hi or such.&lt;br /&gt;
&amp;lt;br&amp;gt;-[[User:Ethir Wraithwain|Ethir Wraithwain]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep it up! :) &amp;amp;ndash; [[User:Wulla-mullung|Wulla]] &amp;lt;sup&amp;gt;([[User talk:Wulla-mullung|talk]])&amp;lt;/sup&amp;gt; 22:29, 8 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A random question===&lt;br /&gt;
How does one italicize(?) his writings in this free online encyclopedia?&lt;br /&gt;
&amp;lt;br&amp;gt;-[[User:Ethir Wraithwain|Ethir Wraithwain]]&lt;br /&gt;
&lt;br /&gt;
Place three apostrophes in the beginning and the end of the desired text. '''Such as this, for example.''' -[[User:Mark D. Stroyer|Mark D. Stroyer]] 05:03, 14 January 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby&amp;diff=17108</id>
		<title>Derby</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby&amp;diff=17108"/>
		<updated>2008-01-13T02:00:32Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Ammunition Hut */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_derby.png&lt;br /&gt;
| cx          = -70095&lt;br /&gt;
| cy          = 26350&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Balchig&lt;br /&gt;
| shaman_gps  = [-70.095,+26.350]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tom&lt;br /&gt;
| trader_gps  = [-70.092,+26.350]&lt;br /&gt;
| trader_loc  = (11,08)&lt;br /&gt;
| ammo_gps    = [-70.096,+26.356]&lt;br /&gt;
| ammo_loc    = (07,02)&lt;br /&gt;
| medical_gps = [-70.099,+26.353]&lt;br /&gt;
| medical_loc = (04,05)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Derby''' is one of the four outsider [[camp]]s on Shartak. Located on the far eastern side of the island's southern shore, it consists of twenty-four huts in a roughly circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Balchig is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Derby&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the town of Derby will be displayed as &amp;quot;Derby&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
===Medical Hut===&lt;br /&gt;
This hut is the best place to search for healing items.&lt;br /&gt;
===Ammunition Hut===&lt;br /&gt;
This hut is the best place to search for weapons and ammunition.&lt;br /&gt;
&lt;br /&gt;
===Trading Post===&lt;br /&gt;
Each camp has a trading hut. Although items cannot be found by searches in the trading hut, any item can be sold here, and each trader sells from a stock that includes local goods as well as items traded in by other characters.&lt;br /&gt;
===Shaman===&lt;br /&gt;
Players from Derby can resurrect at the [[shaman]] when killed.&lt;br /&gt;
 &lt;br /&gt;
==Further Information==&lt;br /&gt;
[[Derby/RoughGuide|Read the Rough Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
[[Derby/ImperialGuide|Read the Imperial Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Derby==&lt;br /&gt;
Although Derby may not be the most populous Outsider town, it has seen its fair share of activity in the past few months.  Several clans operate in Derby:&lt;br /&gt;
&lt;br /&gt;
*[[Eastern Federation]];&lt;br /&gt;
**[[1st Derby Privateers]] &lt;br /&gt;
**[[Derby Hospitallers]]&lt;br /&gt;
**[[Derby Rangers]]&lt;br /&gt;
**[[The Octavius Popebury Memorial Expedition of 1886]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=191 Dethklok]&lt;br /&gt;
*[[The Derby Protectors]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_13&amp;diff=17025</id>
		<title>Derby Evening Press/Issue 13</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_13&amp;diff=17025"/>
		<updated>2008-01-09T15:45:19Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Santa Claus Visits Shartak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby News==&lt;br /&gt;
 &lt;br /&gt;
===Derby-Raktam Relations Expand===&lt;br /&gt;
 &lt;br /&gt;
Not long ago, James Barnes of the Derby Hospitallers journeyed to Raktam to visit the Queen of Raktam, Blue Hummingbird. Acting as official emissary of the Eastern Federation, James Barnes acknowledged her widespread support in Raktam, noticing the leaps and bounds the village had made since her ascension. As a result, Barnes conveyed to Hummingbird the Eastern Federation's decision to recognize her court as the official government of Raktam, a first in EF history. The EF has yet to recognize the Durham government, or even open up contacts with it, possibly out of loyalty to their long-time allies, the [[Durham Pistoleers]].&lt;br /&gt;
 &lt;br /&gt;
The Queen of Raktam returned the favour recently by visiting Derby and meeting with Barnes in the Hotel De Derby. Also attending were her ambassador to Derby, Tik Tok, and the Derbian Lardman, famed for being the most frequently taken head in the [[Derby Derby]]. The Queen, while somewhat suspicious of outsiders west of Mt. Shartak, expressed a desire to work with the Eastern Federation to benefit both Raktam and Derby. She offered two suggestions:&lt;br /&gt;
 &lt;br /&gt;
1. The EF would pay a single lump sum to provide free passage for Derbians through Greater Raktam. Innocent Derbians killed by Raktamites would be reimbursed by the court.&lt;br /&gt;
2. Derby would be added to Greater Raktam as a completely autonomous territory, providing free passage to Derbians and Raktamites through each other's land without a fee.&lt;br /&gt;
 &lt;br /&gt;
The Federation apparently had no intention of agreeing to the second. Derby Ranger commander and senior Federation member Mark D. Stroyer had this to say:&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;To put itself under the name of another who has done nothing for the town of Derby would be to completely disregard the sacrifices given by Derbymen in making it the place it is today.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Stroyer also commented:&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I have always been outspoken in stating that the Eastern Federation is not the ruling force in Derby, but simply an force rotating around the well-being of Derby, enforcing and protecting, and providing other services as we see fit. As such, we have no authority to make such a decision that would affect the entirety of Derby in such a way. That would be a matter for the entire people.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The counter-proposal the Federation finally offered was an alliance between Raktam and the EF, a proposal Stroyer reportedly supported. The Queen politely but firmly rejected this option, returning immediately to Raktam without further attempts at negotiation. The Federation has not publicly commented on the Queen's actions.&lt;br /&gt;
 &lt;br /&gt;
===New Clan Joins Eastern Federation===&lt;br /&gt;
 &lt;br /&gt;
The Eastern Federation continues to grow in size. Another clan has joined the Federation, the EF's fifth. The new clan, the Greenwolves, is unique in the EF for not being a Derby-based clan, instead spreading throughout Shartak. While Greenwolves founder Mill Wilkinson assures his members that they will retain the trademark independence of the Greenwolves, the Federation does ask that those joining their ranks abide by its moderate ideals.&lt;br /&gt;
 &lt;br /&gt;
==New Facilities In Derby==&lt;br /&gt;
 &lt;br /&gt;
===Derby Library Announced===&lt;br /&gt;
[[Image:lotsobooks.jpg|thumb|120px|The books that are being prepared to be shared to the public.]]   &lt;br /&gt;
On the island of Shartak there are few luxuries, save for mangos, artfully ragged clothing and the occasional native lady running through the forest. But enough of Queen Hummingbird. A new service has been announced within the town of Derby, one which builds on the reputation of culture and sophistication the town has basked in lately.&lt;br /&gt;
 &lt;br /&gt;
As pseudo-governments, would-be governments, sort-of governments and actual governments spring up around the island, the don't-call-us-a-government known as the [[Eastern Federation]] has established a home for literature.&lt;br /&gt;
 &lt;br /&gt;
The Library of Derby will host works of fiction and non-fiction for not just the common man to enjoy.  It is possible that private areas for political recordings and other private memoirs will be established, but no comment as of now, has been given on this by the EF. Mill Wilkinson's unofficial standpoint is &amp;quot;I love this idea. Finally I can unleash my skillz with keyboard!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Derby Pharmacy Opens===&lt;br /&gt;
[[Image:supplies.jpg|thumb|120px|The medical supplies for sale at the hospital.]]   &lt;br /&gt;
The Eastern Federation, in its effort to continue providing more services to Derbians, has announced the foundation of a new institution: the Derby Pharmacy. This unique establishment is the first of its kind on Shartak. Located at the Derby Hospital, the Pharmacy is run by the [[Derby Hospitallers]]. The Hospitaller on duty will keep a supply of first aid kits on hand for anyone who needs it. Anyone not hostile to the Eastern Federation will be able to purchase up to 10 first aid kits per visit for the price of two gold coins per kit. Eastern Federation members and allies will receive a 50% discount, with forum-active Federation members receiving the medical supplies free of charge.&lt;br /&gt;
 &lt;br /&gt;
Hospitaller Tribune James Barnes points out that this will allow Derbians and visitors a second option for purchasing first aid kits, should the notoriously finicky Trader Tom raise his prices due to shortages. The Hospitallers caution that the pharmacy guarantees only its prices, and cannot guarantee that it will have enough to meet demand at all times.&lt;br /&gt;
 &lt;br /&gt;
To request supplies, simply visit the Pharmacy, and ask the Hospitaller on duty for the desired number of first aid kits, then wait there. The Hospitallers will not track people down to provide them with their medical supplies. As Barnes said, &amp;quot;We're pharmacists and doctors, not deliverymen.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Healing will still be available for the wounded, free of charge, in the hospital.&lt;br /&gt;
 &lt;br /&gt;
===Derby Tavern Reopens===&lt;br /&gt;
[[Image:scaffolding.jpg|thumb|120px|One of the many scaffolding that RoadWorkBob used to renovate an old hut.]]   &lt;br /&gt;
The Derby Tavern was first founded by the Derby Privateers. However, the bar foundered from lack of use. Now, since the inhabitants of the island have mysteriously realized that they can hand things to each other, rather than going through a trader or dropping things in holes, an ambitious member of the Eastern Federation has decided to reopen it.&lt;br /&gt;
 &lt;br /&gt;
RoadWorkBob has recently begun accumulating drinks for his new venture, and the EF has suggested several huts for him to use.&lt;br /&gt;
 &lt;br /&gt;
The tavern, renamed the Hanged Misfit, will be set up near the beachfront for many reasons quite obvious to drinkers (e.g. Drunken swims under the moon), also to mention that saltwater is a very good cure for hangovers.&lt;br /&gt;
 &lt;br /&gt;
The bar will serve a variety of drinks, but right now it only has beer, rum and water. For food, a number fruits will be provided. Poisons will be available for retail just for that special someone that you want to bump off.&lt;br /&gt;
 &lt;br /&gt;
Accommodation is provided in the form of table with a pillow thrown on it for that weary traveller or trader. Gag buckets are held in the store room. Feel free to take one, but the tavern staff insists they be returned.&lt;br /&gt;
 &lt;br /&gt;
No killing, bounty collecting or fighting (except for the occasional fistfight) will be permitted. The sole exception is a recognised law enforcement agency (the EF) hunting down wanted criminals. The bartender and owner (RoadWorkBob) is part of the EF; if any aggressive behaviour takes place RWB will take note of the events for the EF or take action on behalf of the EF.&lt;br /&gt;
 &lt;br /&gt;
==International News==&lt;br /&gt;
 &lt;br /&gt;
===Native Newspaper Enters Circulation===&lt;br /&gt;
 &lt;br /&gt;
Natives have long been Shartak's most neglected group, with few clans and fewer active programs. Some natives have tired of this, and they have stepped forward to print a native newspaper. This newspaper, known as [[Jungle Drums]], was long in coming.&lt;br /&gt;
 &lt;br /&gt;
After reading the articles, this reviewer is somewhat concerned by the tone taken by the journalists involved. While the DEP is delighted to see natives taking an increasingly active role, we wonder if perhaps the paper's editors are observing journalistic objectivity.&lt;br /&gt;
 &lt;br /&gt;
Hatred and contempt for outsiders in general drip from most of the articles, whereas many outsider publications differentiate between hostile natives, such as the WickSick Headhunters, and most peaceful natives. The Derby Evening Press hopes such bigotry is limited to the natives' newspaper, and not shared by natives as a whole.&lt;br /&gt;
&lt;br /&gt;
===Spotlight: Durham Utility===&lt;br /&gt;
 &lt;br /&gt;
The [[Durham Utility]] has been quietly developing for months now. Founded after Derby's own Hospitallers, the Utility followed a similar, but independent, path by providing services to the people of Durham.&lt;br /&gt;
 &lt;br /&gt;
The Utility has founded the Durham Academe, with Edward Grey acting as headmaster. Interestingly, his sister, Janet Grey, founded the Derby Academy, and retains the position of headmistress there.&lt;br /&gt;
 &lt;br /&gt;
In addition, the Utility provides financial services via its banking arm. [[Utility Bank]] has recently begun negotiating with the wealthier Templar Bank to provide unified financial capabilities to all of Shartak.&lt;br /&gt;
 &lt;br /&gt;
The profits reaped from the bank finance the academy and one of the Utility's other projects: road building. The Utility is working to connect Durham to its southern sister cities via a trans-jungle roadway. The Utility also probes the market with several minor projects, such as delivery, brought on by &amp;quot;the eradication of finger sickness on Shartak&amp;quot; (Editor's note: The DEP is not entirely sure where this Durhamite phrase comes from, but it appears to be a reference to the sudden Shartakian ability to hand over possessions to others).&lt;br /&gt;
 &lt;br /&gt;
If the Utility succeeds, Durham might take its place among its more powerful sister cities, Derby and York.&lt;br /&gt;
 &lt;br /&gt;
===French Casino Opens===&lt;br /&gt;
 &lt;br /&gt;
[[The French]] have landed on Shartak. Almost immediately, the French began claiming territories, most of which has been ignored by the larger Shartak community. The only significant land grab was the island of Midway, the scene of the bloody battle between the WickSick Headhunters and a Derby-York alliance. The French claimed the island, converting its ruined tower into a casino.&lt;br /&gt;
 &lt;br /&gt;
While the wisdom of using a crumbling tower to host a casino is questionable, the French seem to have had success. They offer a game called &amp;quot;Two-Up.&amp;quot; Involving coin tosses, participants can gamble their money for a chance to multiply it...or lose it.&lt;br /&gt;
 &lt;br /&gt;
[[1st Colonial Militia]] leader Serious Sam initially opposed the casino's location, considering the island York territory. In the wake of the Eastern Federation's reminder that Derby had helped liberate the island, and an announcement that the Federation supported the island's use, Sam backed off from his claims.&lt;br /&gt;
 &lt;br /&gt;
===Santa Claus Visits Shartak===&lt;br /&gt;
 &lt;br /&gt;
[[Image:santasurf.jpg|thumb|200px|Santa's occupation after the Christmas rush.]]&lt;br /&gt;
The jolly old elf known as Santa Claus visited Shartak recently. Mr. Claus, alias Kris Kringle, Saint Nicholas, Papa Noel, and Father Christmas, came to Shartak with two elves to keep him company. Our reports indicate he arrived in the company of flying reindeer (Editor's note: the Derby Evening Press believes the witnesses were smoking the natives' dried herbs at the time).&lt;br /&gt;
 &lt;br /&gt;
Claus provided gifts to any who asked for them, the amount varying on his opinion of whether they had been good that year. Over sixty people gathered to receive these gifts, with pirates, natives, and outsiders largely co-existing in a Christmas truce.&lt;br /&gt;
 &lt;br /&gt;
However, it was not a merry Christmas for all. Several people killed Santa, the first being the notorious Tom Failur. Those interested in preserving the peace collected a donation to place bounties on the killers' heads, with the Durham Utility volunteering to act as broker for the bounties.&lt;br /&gt;
 &lt;br /&gt;
Queen Blue Hummingbird of the Royal Court of Greater Raktam attempted to tax those present, claiming Santa's Grotto (as the hut hosting Santa is known) as part of Raktam's territory. In this, the otherwise popular and successful monarch seems to have overreached, as a few disputed her claim, and the rest of those present simply ignored her.&lt;br /&gt;
 &lt;br /&gt;
Shortly before Christmas, the informal truce broke down, with countless people dying for little or no provocation. Observers were generally only surprised that it lasted as long as it did.&lt;br /&gt;
&lt;br /&gt;
===Creedy-Raktam Merger===&lt;br /&gt;
 &lt;br /&gt;
In the wake of her failed bid to incorporate Derby into her dominion, the Queen of Raktam, Blue Hummingbird, negotiated with the Independent Republic of Fort Creedy. Unlike Derby, which rejected annexation immediately, the Creedists accepted her proposal. Outsider mercenaries on the Queen's payroll and native warriors in her service have moved to garrison Creedy.&lt;br /&gt;
 &lt;br /&gt;
Meanwhile, ominous rumours within the court have been circulating about Durham's intentions to conquer Creedy. Such rumours have been circulating since shortly after Creedy's foundation, when a miscommunication between Durhamite Tomn and Creedist leader Eptavian led to similar accusations. Now, however, Creedy has the backing of the island's most powerful clan.&lt;br /&gt;
 &lt;br /&gt;
Oddly, nothing has been heard from Durham. No public declarations of hostility have been made. Is the Durham government using an insidious plot to take over its neighbour? Or is the Queen of Raktam looking for an excuse to attack the weakest of the outsider towns? Only time will tell.&lt;br /&gt;
 &lt;br /&gt;
Durham Consul Matt Wilkinson vigorously denied any knowledge of any of these accusations. He claimed he had no hostile intentions whatsoever towards Creedy, saying, &amp;quot;Durham has zero military strength.&amp;quot;  He attributed this quote to a senior Derbian, but the DEP was unable to confirm whether or not said Derbian ever made this comment.&lt;br /&gt;
 &lt;br /&gt;
Ron Burgundy disputed the accusations as well.  He alleged that, rather than Creedy being afraid of Durham, Durham needed to defend itself from Creedy. Apparently concerned by the rising number of mercenaries taking up residence in Creedy, Burgundy wishes to either negotiate a cap on their numbers or set up a Durhamite defence.&lt;br /&gt;
 &lt;br /&gt;
Burgundy did acknowledge suggesting taking out contracts on unspecified targets, but he said that the idea received no support in Durham.  Thus, it, as he put it, &amp;quot;never got off the drawing board.&amp;quot; Burgundy added, &amp;quot;That's how our system works, one of us says an idea and if it gets enough support we do it. This idea received no support so we aren't doing it.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Durham to Hold Elections===&lt;br /&gt;
 &lt;br /&gt;
The city of Durham will apparently be holding its third set of elections. Edward &amp;quot;Darkferret&amp;quot; Grey (Editor's note: don't ask us about the nickname, we don't know where it came from, neither does he), leader of the Durham Utility, announced the election.&lt;br /&gt;
 &lt;br /&gt;
In his announcement, Grey accused the current government of &amp;quot;barbershop policy&amp;quot;, saying that the Durham Consulature has suffocated the Durham Pistoleers, Durham's long-time protectors, while doing nothing to actually govern the town.&lt;br /&gt;
 &lt;br /&gt;
The current [[Durham Government]] did not object to the election, Consul Matt Wilkinson replying, &amp;quot;I happily give up my consulature. I know I sucked at it, but you'll never know when I'm coming back! Just kidding. I think we consuls agreed to release the handle when a new election is called. Just do it proper this time, okay?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
A date has not been set, but Grey's target is some time in January. Currently, discussions are being held to decide who will count the votes.&lt;br /&gt;
 &lt;br /&gt;
===York Coalition Suffers Losses===&lt;br /&gt;
 &lt;br /&gt;
The York Coalition, the elite group of York protectors founded on the ashes of the [[CCTU]], Kjendlie's [[Colonial Police]], and the [[Order of Patriots]], has recently suffered the loss of two key personnel.&lt;br /&gt;
 &lt;br /&gt;
Nighter, the group's founder, spokesperson, and semi-official leader, has left the Coalition. His reasons were not publicly posted, but we do know that relations between the Coalition and the Colonial Police (reviving under its latest leader Lexus) have been increasingly tense, represented by several arguments between Nighter and Lexus.&lt;br /&gt;
 &lt;br /&gt;
The other loss is Javier Sortani. A pirate and former Colonial Policeman, Sortani left York in disgust at former CP leader Kjendlie's policies. Sortani joined the [[Derby Hospitallers]] and the [[Eastern Federation]], occassionally writing articles for this newspaper. With the foundation of the York Coalition, Sortani returned to York, though he retained his Derbian affiliations.&lt;br /&gt;
 &lt;br /&gt;
Sortani, like Nighter, did not publicize his reasons for leaving. However, he had been acting as mediator in the tense CP-Coalition relationship.&lt;br /&gt;
 &lt;br /&gt;
It is unclear what, if any, effects these departures will have on the Coalition and York in general.&lt;br /&gt;
 &lt;br /&gt;
===Scavengers Contest Ends===&lt;br /&gt;
 &lt;br /&gt;
The Scavengers, Shartak's most violent group of psychopaths, finished its first contest: The Trial of the Seven Swords. This contest asked participants to amass as many shargle kills as possible. Shargles, for those unfamiliar with them, are the notoriously foul-tempered, flightless birds that live atop Mt. Shartak.&lt;br /&gt;
 &lt;br /&gt;
The heavy sword given to the winner was once the possession of a great warrior, according to Scavenger lore (the existence of this lore is news to the rest of the island's inhabitants, who typically consider Scavengers to simply be crazy).&lt;br /&gt;
 &lt;br /&gt;
The top contestants are as follows:&lt;br /&gt;
 &lt;br /&gt;
Jesus 32&lt;br /&gt;
Leaky Bocks 24&lt;br /&gt;
Star god Tinxiweewee 22&lt;br /&gt;
 &lt;br /&gt;
Congratulations to all who participated. Kudos also go to the Scavengers, for doing something that didn't involve widespread death and mutilation.&lt;br /&gt;
 &lt;br /&gt;
===In Memory of a Hero===&lt;br /&gt;
 &lt;br /&gt;
By Javier Sortani&lt;br /&gt;
 &lt;br /&gt;
I miss Kjendlie.&lt;br /&gt;
 &lt;br /&gt;
Now, say what you will. Inflexible? Always. Xenophobic? Yeah. Irrational? Usually. Mildly deranged? More often than not. But, as I’ve thought about this, he actually became one of the greatest forces for good on all of Shartak.&lt;br /&gt;
 &lt;br /&gt;
Let’s look at this. From a personal standpoint, he brought me, a lonely wandering pirate, into politics, and I owe him one for that. Heck, I wouldn’t be writing this column if not for him.&lt;br /&gt;
 &lt;br /&gt;
Of more general interest, he’s really half the reason the York Coalition was established. After all, if not for his insane hatred for Bauer and, well, general insanity, Nighter and Broderick would never have left the Colonial Police in disgust, and the CCTU might not have disbanded. There would have been no need for the York Coalition; everybody would’ve gotten along fine in the first place, but probably would’ve stayed a bit on the ineffective side, like we were in the Fourth Invasion. Instead, we have the York Coalition, which is probably the most successful and veteran groups of Shartakian soldiers. Let’s look at the list: the Coalition has (with allies) repelled a pirate invasion, taken Midway, and proportionately given pretty much as good as it got in the Dork Cup.&lt;br /&gt;
 &lt;br /&gt;
It’s a little-known fact that when the Coalition was founded, Kjendlie was supposed to be one of the four executive members. But, great guy that he is, he decided to stay out of it and leave the politics to the competent.&lt;br /&gt;
 &lt;br /&gt;
Also, Hospitallers recruiting has never been so good as during the death throes of Kjendlie’s reign. Norris, Broderick, and I all became Hospitallers members in the midst of Kjendlie’s burgeoning madness.&lt;br /&gt;
 &lt;br /&gt;
Back to the Coalition for a moment. My live-and-let-live style of politics hadn’t usually played well in York; advocating that the Malice or Endzone be given a green card, as it were, got me shot down immediately as a weak trusting pacifist or an anti-York activist. However, after the fall of Kjendlie’s Colonial Police, most of the Coalition was so sick of the era of McKjendlieism that things played out precisely how I wanted them to.&lt;br /&gt;
 &lt;br /&gt;
He also contributed to Shartak culture; for example, thanks to him, the word “Soral” is now synonymous in the Shartak edition of Merriam-Webster with “traitor.” Additionally, that fine establishment, the Waugh Arms, formed more than anything else to annoy him. Two more pieces of Shartak history, both attributable to Kjendlie.&lt;br /&gt;
 &lt;br /&gt;
Let’s not let the man’s glory obscure the bad parts of his era. He was a pathologically illogical madman who managed to make the Malice’s brand of obnoxious jokesterism look good by comparison. He alienated every one of his closest allies; he even managed to alienate Sammo. He supported Nathan Hale. (These days, does anyone not laugh when that name is mentioned? Anyone? I thought not.)&lt;br /&gt;
 &lt;br /&gt;
I believe that Kjendlie is in a better place now. He’s off in some perfect York, where the Mercenary’s Guild never was and the First Imperial Privateers are laughable. Well, more laughable. But in any case, I hope that, some day, he’ll come back to say hello and do something absurd.&lt;br /&gt;
 &lt;br /&gt;
Really. Could ya, buddy? Hospitaller recruiting hasn’t been so hot lately.&lt;br /&gt;
 &lt;br /&gt;
==ANNOUNCEMENT==&lt;br /&gt;
 &lt;br /&gt;
Have you ever wished to contact the members of your clan?  Did you want to give someone a message, but you don't know where they are?  Do you want to find a buyer for a heavy sword, but no one in your town can meet your price?  Visionaries have long sought ways to contact others on the island.  Beginning next issue, the Derby Evening Press will help by offering classified ad space for purchase. &lt;br /&gt;
&lt;br /&gt;
The cost is one gold coin for 50 words.  To pay, simply go to any bank and explain that the money is pay for a classified ad. Then contact James Barnes or Black Joe in-game, at the official forums, or at the Derby forums, and give him the text of your message.&lt;br /&gt;
&lt;br /&gt;
There are certain exceptions.  The Derby Evening Press is a family newspaper, and will not publish any obscene or otherwise controversial material.  Similarly, we will not publish diatribes, provocations, insults, or propanda. &lt;br /&gt;
 &lt;br /&gt;
The Derby Evening Press has partnered with the following banks:&lt;br /&gt;
&lt;br /&gt;
Durham Utility Bank - Durham: [-70.650,+26.346]&lt;br /&gt;
 &lt;br /&gt;
Durham Utility Bank - Derby: [-70.092,+26.349]&lt;br /&gt;
 &lt;br /&gt;
Durham Utility Bank - Shipwreck: Shipwreck Galley&lt;br /&gt;
 &lt;br /&gt;
Durham Utility Bank - Dalpok: [-70.436,+26.441] (Currently absent)&lt;br /&gt;
 &lt;br /&gt;
Raktam Bank: [-70.319,+26.473]&lt;br /&gt;
 &lt;br /&gt;
Templar Bank - York: [-70.319,+26.473]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Santasurf.jpg&amp;diff=17024</id>
		<title>File:Santasurf.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Santasurf.jpg&amp;diff=17024"/>
		<updated>2008-01-09T15:44:12Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: Santa Claus returns to the island.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Santa Claus returns to the island.&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Buttercup&amp;diff=17010</id>
		<title>User talk:Buttercup</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Buttercup&amp;diff=17010"/>
		<updated>2008-01-08T01:59:23Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps you could include a link to your Shartak profile? Maybe also a description on who your character is/what she does? -[[User:Mark D. Stroyer|Mark D. Stroyer]] 01:59, 8 January 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Player_Map&amp;diff=16996</id>
		<title>Derby Player Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Player_Map&amp;diff=16996"/>
		<updated>2008-01-06T01:48:27Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Derby Academy: Fencing Hall= */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_derby.png&lt;br /&gt;
| cx          = -70095&lt;br /&gt;
| cy          = 26350&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Balchig&lt;br /&gt;
| shaman_gps  = [-70.095,+26.350]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tom&lt;br /&gt;
| trader_gps  = [-70.092,+26.350]&lt;br /&gt;
| trader_loc  = (11,08)&lt;br /&gt;
| ammo_gps    = [-70.096,+26.356]&lt;br /&gt;
| ammo_loc    = (07,02)&lt;br /&gt;
| medical_gps = [-70.099,+26.353]&lt;br /&gt;
| medical_loc = (04,05)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Derby''' is one of the four outsider [[camp]]s on Shartak. Located on the far eastern side of the island's southern shore, it consists of twenty-four huts in a roughly circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Balchig is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of Derby - Territory Map'''&lt;br /&gt;
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| bgcolor=#aa8866|'''A'''&lt;br /&gt;
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| bgcolor=#aa8866|'''DP'''&lt;br /&gt;
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| bgcolor=#aa8866|'''M'''&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Derby Hospital&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the town of Derby will be displayed as &amp;quot;Derby&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
===Medical Hut===&lt;br /&gt;
This hut is the best place to search for healing items.&lt;br /&gt;
===Ammunition Hut===&lt;br /&gt;
This hut is the best place to search for weapons.&lt;br /&gt;
===Trading Post===&lt;br /&gt;
Each camp has a trading hut. Although items cannot be found by searches in the trading hut, any item can be sold here, and each trader sells from a stock that includes local goods as well as items traded in by other characters.&lt;br /&gt;
===Shaman===&lt;br /&gt;
Players from Derby can resurrect at the [[shaman]] when killed.&lt;br /&gt;
===Derby Hospital===&lt;br /&gt;
This institution, run by the Derby Hospitallers, provides healing free of charge to anyone in its halls (unless those people are enemies of the [[Eastern Federation]]).  It is also the location of the Derby Pharmacy.&lt;br /&gt;
===Derby Privateers' Headquarters===&lt;br /&gt;
This hut is the base for Derby's primary law enforcement clan.&lt;br /&gt;
===Derby Academy: Fencing Hall===&lt;br /&gt;
This facility, run by the [[Derby Hospitallers]], provides training for anyone who wishes it. Practice your combat and medical skills on the instructors in this building. Visitors can also ask questions about life on Shartak.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
[[Derby/RoughGuide|Read the Rough Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
[[Derby/ImperialGuide|Read the Imperial Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Derby==&lt;br /&gt;
Although Derby may not be the most populous Outsider town, it has seen its fair share of activity in the past few months.  Several clans operate in Derby:&lt;br /&gt;
&lt;br /&gt;
*[[Eastern Federation]];&lt;br /&gt;
**[[1st Derby Privateers]] &lt;br /&gt;
**[[Derby Hospitallers]]&lt;br /&gt;
**[[Derby Rangers]]&lt;br /&gt;
**[[The Octavius Popebury Memorial Expedition of 1886]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=191 Dethklok]&lt;br /&gt;
*[[The Derby Protectors]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Player_Map&amp;diff=16995</id>
		<title>Derby Player Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Player_Map&amp;diff=16995"/>
		<updated>2008-01-06T01:48:07Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_derby.png&lt;br /&gt;
| cx          = -70095&lt;br /&gt;
| cy          = 26350&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Balchig&lt;br /&gt;
| shaman_gps  = [-70.095,+26.350]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tom&lt;br /&gt;
| trader_gps  = [-70.092,+26.350]&lt;br /&gt;
| trader_loc  = (11,08)&lt;br /&gt;
| ammo_gps    = [-70.096,+26.356]&lt;br /&gt;
| ammo_loc    = (07,02)&lt;br /&gt;
| medical_gps = [-70.099,+26.353]&lt;br /&gt;
| medical_loc = (04,05)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Derby''' is one of the four outsider [[camp]]s on Shartak. Located on the far eastern side of the island's southern shore, it consists of twenty-four huts in a roughly circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Balchig is held captive in the center of the clearing.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#6666ff|13&lt;br /&gt;
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| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
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|-&lt;br /&gt;
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| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Derby&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''DH'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Hospital&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''DP'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Privateers' Headquarters&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''DR'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Rangers' Headquarters&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''DF'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Academy - Fencing Hall&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''DL'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Academy - Lecture Hall&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the town of Derby will be displayed as &amp;quot;Derby&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
===Medical Hut===&lt;br /&gt;
This hut is the best place to search for healing items.&lt;br /&gt;
===Ammunition Hut===&lt;br /&gt;
This hut is the best place to search for weapons.&lt;br /&gt;
===Trading Post===&lt;br /&gt;
Each camp has a trading hut. Although items cannot be found by searches in the trading hut, any item can be sold here, and each trader sells from a stock that includes local goods as well as items traded in by other characters.&lt;br /&gt;
===Shaman===&lt;br /&gt;
Players from Derby can resurrect at the [[shaman]] when killed.&lt;br /&gt;
===Derby Hospital===&lt;br /&gt;
This institution, run by the Derby Hospitallers, provides healing free of charge to anyone in its halls (unless those people are enemies of the [[Eastern Federation]]).  It is also the location of the Derby Pharmacy.&lt;br /&gt;
===Derby Privateers' Headquarters===&lt;br /&gt;
This hut is the base for Derby's primary law enforcement clan.&lt;br /&gt;
===Derby Academy: Fencing Hall====&lt;br /&gt;
This facility, run by the [[Derby Hospitallers]], provides training for anyone who wishes it. Practice your combat and medical skills on the instructors in this building. Visitors can also ask questions about life on Shartak.&lt;br /&gt;
 &lt;br /&gt;
==Further Information==&lt;br /&gt;
[[Derby/RoughGuide|Read the Rough Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
[[Derby/ImperialGuide|Read the Imperial Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Derby==&lt;br /&gt;
Although Derby may not be the most populous Outsider town, it has seen its fair share of activity in the past few months.  Several clans operate in Derby:&lt;br /&gt;
&lt;br /&gt;
*[[Eastern Federation]];&lt;br /&gt;
**[[1st Derby Privateers]] &lt;br /&gt;
**[[Derby Hospitallers]]&lt;br /&gt;
**[[Derby Rangers]]&lt;br /&gt;
**[[The Octavius Popebury Memorial Expedition of 1886]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=191 Dethklok]&lt;br /&gt;
*[[The Derby Protectors]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Rangers&amp;diff=16994</id>
		<title>Derby Rangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Rangers&amp;diff=16994"/>
		<updated>2008-01-05T22:11:10Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Membership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Derby Rangers|&lt;br /&gt;
official_id=182|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Derbyrangers2.jpg]]|&lt;br /&gt;
clan_leaders=[[User:Mark_D._Stroyer|SGM Mark D. Stroyer]]|&lt;br /&gt;
clan_membership=12|&lt;br /&gt;
clan_recruit=Anyone willing.|&lt;br /&gt;
clan_goals=Resond to foreign conflicts. Provide backup for Privateers against high-profile targets.|&lt;br /&gt;
clan_contact=http://z3.invisionfree.com/Derby/index.php or in-game.|&lt;br /&gt;
sort_as=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Derby Rangers are a branch of the [[Eastern Federation]]. While the [[1st Derby Privateers]] ensure Derby's internal security with police work and Derby's defense, the Rangers are a paramilitary group designed for response to external threats. &lt;br /&gt;
&lt;br /&gt;
==Dipolomacy==&lt;br /&gt;
&lt;br /&gt;
The Rangers can be called on by the allies of the Eastern Federation to assist in conflicts, should they arise. Also, the Rangers will accept minor mercenary jobs, such as killing a shaman. However, the Rangers reserve the right to refuse service for any reason whatsoever. &lt;br /&gt;
&lt;br /&gt;
==Recruitment==&lt;br /&gt;
&lt;br /&gt;
Any member of the EF can join the Rangers, but the Rangers heartily accept anyone willing to fight. Wages will be paid in response to the completion of a task. The Rangers' HQ is at the GPS coordinates of [-70.097,+26.348], two blocks South-West relative to the shaman.&lt;br /&gt;
&lt;br /&gt;
Also, all members should sign up on the forums so they can receive orders and updates.&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
&lt;br /&gt;
For the most part, the Derby Rangers' tasks are few, aside from assistance of other towns. The Privateers may call for assistance in the execution of a high-level terrorist. If there is nothing of importance, members are free to act as they please, provided that they can return to their tasks quickly should an event come up. Think of it as a National Guard unit.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
&lt;br /&gt;
Sergeant Major (Rangers' leader): &lt;br /&gt;
*[[User:Mark D. Stroyer|Mark D. Stroyer]]&lt;br /&gt;
&lt;br /&gt;
First Sergeant (Second-in-command): &lt;br /&gt;
*[[User:Elegost|Elegost]]&lt;br /&gt;
&lt;br /&gt;
Sergeant First Class (Levels 21+): &lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=5957 Javier Sortani] &lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=5293 Kilshrek]&lt;br /&gt;
*[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
Staff Sergeant (Levels 14-20):&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=7559 Spitfire]&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=7826 Coxy]&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=8055 Willis]&lt;br /&gt;
*[[User:Tom_Failur|Tommy Atkins]]&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=9788 Testingthelimits]&lt;br /&gt;
&lt;br /&gt;
Sergeant (Levels 9-13): &lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=9300 Plaid Avenger]&lt;br /&gt;
&lt;br /&gt;
Corporal (Levels 5-8):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private (Levels &amp;gt;5):&lt;br /&gt;
&lt;br /&gt;
==Announcement==&lt;br /&gt;
All Ranger members, sign up on the forums. You will receive orders and other information through the forums.&lt;br /&gt;
&lt;br /&gt;
==Operations==&lt;br /&gt;
The Rangers have participated in several news-making events, including those below:&lt;br /&gt;
&lt;br /&gt;
*Defended [[York]] from raiding pirates. Result: Pirates completely routed, before causing any casualties to York civilians. Overall, success.&lt;br /&gt;
*Lead assault at Battle of Midway against [[The WickSick Headhunters]]. Result: Many Headhunters killed, and all others scattered. Overall, success. &lt;br /&gt;
*Aided newly-formed Dalpok Liberation Front in elimination of attacking pirates around [[Dalpok]]. Result: Many pirates killed. Pulled out due to lack of targets. Overall, success.&lt;br /&gt;
&lt;br /&gt;
==Rangers in the News==&lt;br /&gt;
*[[Derby_Evening_Press/Issue_07#Derby_Rangers_Founded|Founding of the Rangers]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_08#Derby_Rangers|Rangers aiding York invasion]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_09#York_Attack_Ends|Rangers help end York invasion]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_09#The_Battle_of_Midway|Rangers in Battle of Midway]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_10#Derby_Sides_With_DLF|Rangers aid Dalpok Liberation Front]]&lt;br /&gt;
*[[Derby_Evening_Press/Issue_11#Dalpok_Liberation_Front_Assistance_Ended|Rangers end DLF assistance]]&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
The Rangers are allied with the groups of the [[Eastern Federation]], those being the [[Derby Hospitallers]], the [[1st Derby Privateers]], and the [[The Octavius Popebury Memorial Expedition of 1886]]. Also allied with the York Coalition. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Page under construction.''&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Requests_for_information&amp;diff=16943</id>
		<title>Requests for information</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Requests_for_information&amp;diff=16943"/>
		<updated>2008-01-02T22:20:17Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* About the wiki */&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;
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.&lt;br /&gt;
&lt;br /&gt;
== About the wiki ==&lt;br /&gt;
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.&lt;br /&gt;
&lt;br /&gt;
Q. Are we supposed to post in the wiki or the official forum? Which one is the &amp;quot;main&amp;quot; discussion area? Which one is better for putting game ideas (more likely to be seen by the game designer/generate useful discussion/etc.)? Since I only wanted to sign up for one or the other, which one should I have signed up for? --[[User:Buttercup|Buttercup]] 21:02, 2 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, the general practice seems to be that when you have a suggestion, then post it on the forum, as the forum has a lot more regulars than the wiki does, for discussion and improvement. If it passes through that without a huge amount of debate, then post it in its respective category here on the wiki, making any changes as needed. However, Simon watches both, so the suggestion is equally likely to be implemented from either. But as for simply discussion, the the forum is the way to go. The wiki tends to be used more as a static presentation of facts/stuff, rather than a place for discussion. For example, many people have wiki pages that have details on their character(s), while on their forum account they simply have a link to their profile(s) and a link to their wiki page. The two seem to have frequent cross-referencing. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 22:18, 2 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vital statistics ==&lt;br /&gt;
&lt;br /&gt;
=== Hit Points (HP) ===&lt;br /&gt;
:''See [[Gameplay#Hit Points]].''&lt;br /&gt;
&lt;br /&gt;
=== Action Points (AP) ===&lt;br /&gt;
:''See [[Gameplay#Action Points]].''&lt;br /&gt;
&lt;br /&gt;
=== Experience Points (XP) ===&lt;br /&gt;
:''See [[Gameplay#Experience Points]] and [[XP]].''&lt;br /&gt;
====Does Doing (X) Earn XP?====&lt;br /&gt;
Q. Do you get XP when you travel to part of the island you haven't been to before? I don't mean chopping jungle, I mean just moving to a new place. If so, do you only get XP if you have cartography and it writes where you've been, or is exploration good enough, or would it not matter what skill(s) you have? --[[User:Buttercup|Buttercup]] 07:57, 28 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
:''See [[Death]].''&lt;br /&gt;
&lt;br /&gt;
=== Staying alive ===&lt;br /&gt;
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:A. See [[Tips and tricks#Staying alive]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== NPC (Non-Player Character) deaths ===&lt;br /&gt;
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]&lt;br /&gt;
&lt;br /&gt;
:A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he &amp;quot;a spirit&amp;quot; yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.&lt;br /&gt;
&lt;br /&gt;
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:A. No. Animal kills are not reported. &amp;amp;mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
:''See [[Items]].''&lt;br /&gt;
&lt;br /&gt;
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete?  -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &amp;amp;mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.&lt;br /&gt;
&lt;br /&gt;
:A. Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. Ok so ive just joined and im hacking away at a parrot for some xp. Then for some unkown reason the parrot says &amp;quot;i know where to find the heavy sword, follow me&amp;quot; unfortunately that was the last thing it ever did as i was clicking attack systematically. Does this happen a lot and more to the point is the deceased parrot genuine in its statement and would have shown me if i hadnt macheted it into a fine paste. cheers --[[User:Deckard|Deckard]] 09:56, 12 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A. Parrots occasionally say something - it is very doubtful that a Parrot will lead you to a Heavy Sword --[[User:Johan Crichton|Johan Crichton]] 10:07, 12 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Q. Do poison darts poison?&lt;br /&gt;
&lt;br /&gt;
:A. Yes; see [[Items#Ranged weapons and ammunition]]. &amp;amp;mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Q. Are poisionous berries useful for anything, such as the making of poison darts?&lt;br /&gt;
&lt;br /&gt;
:A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &amp;amp;mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) &lt;br /&gt;
&lt;br /&gt;
::(Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:''See [[Skills]].''&lt;br /&gt;
&lt;br /&gt;
===''Clan leadership''===&lt;br /&gt;
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).&lt;br /&gt;
Q. i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}&lt;br /&gt;
:A. Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)&lt;br /&gt;
::ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===''Inviting People''===&lt;br /&gt;
Q: How do you invite people into a clan? --[[User:Moctezuma|Moctezuma]] 13:47, 15 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A. Log in with the character who is admin of the clan, go to the clan page and click on the &amp;quot;view membership&amp;quot; button. There you will find an option to invite (and ban) people. --[[User:Oktavius|Oktavius]] 14:13, 16 September 2007 (UTC)&lt;br /&gt;
:Thanks a lot, Oktavius, I really appreciate your help. --[[User:Moctezuma|Moctezuma]] 14:41, 16 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===''Scavenging''===&lt;br /&gt;
Q. The scanvenging skill for settlers and villagers says that it &amp;quot;Assists in finding things within certain areas.&amp;quot; What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)&lt;br /&gt;
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
===''In-game clan data''===&lt;br /&gt;
Q. Can the in-game clan page (the one you are sent to when you click &amp;quot;form a clan&amp;quot; be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===''Exorcism''===&lt;br /&gt;
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)&lt;br /&gt;
::Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
:''See [[Locations]].''&lt;br /&gt;
&lt;br /&gt;
==General gameplay==&lt;br /&gt;
&lt;br /&gt;
Q. What time period is the game based in?  Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's.  The GPS unit seems a little out of place but implies that the time period has to be present day.  Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.&lt;br /&gt;
&lt;br /&gt;
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:&lt;br /&gt;
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''&lt;br /&gt;
:''You attack the parrot for 5 damage. It dies.''&lt;br /&gt;
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &amp;amp;mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Q. Has anyone experienced the luck/skill effect while using their fists?&lt;br /&gt;
&lt;br /&gt;
:A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)&lt;br /&gt;
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''&lt;br /&gt;
:''You attack the elephant for 4 damage. It drops to 41 HP.''&lt;br /&gt;
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?&lt;br /&gt;
&lt;br /&gt;
:A. Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Q. Are knives and daggers breakable?&lt;br /&gt;
&lt;br /&gt;
:A. Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Q. Is there a way to make the curse thing go away?&lt;br /&gt;
&lt;br /&gt;
:A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. &lt;br /&gt;
&lt;br /&gt;
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? &lt;br /&gt;
&lt;br /&gt;
:A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.&lt;br /&gt;
&lt;br /&gt;
::Thank you very much who ever you are i will use your advise very wisely!&lt;br /&gt;
&lt;br /&gt;
Q. How heavy are heavy swords?  Do they dull or break?&lt;br /&gt;
&lt;br /&gt;
:A. Heavy swords are notorious at breaking much quicker than your average machete. They do not dull because they are not used to chop jungle. And I believe that they use one inventory slot, just like a machete or cutlass, although I could be wrong on that. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 00:37, 28 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
:''See [[Animals]].''&lt;br /&gt;
&lt;br /&gt;
=== Easy elephant ===&lt;br /&gt;
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shargle&amp;quot;===&lt;br /&gt;
Q. Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:&lt;br /&gt;
&lt;br /&gt;
Also here is the body of a shargle.&lt;br /&gt;
&lt;br /&gt;
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. Is it maybe that giant bird thing from awhile back?--[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A. See [[Shargle]]. The body is probably from an egg that was brought down from the mountain and hatched. --[[User:Wulla-mullung|Wulla-mullung]] 01:57, 4 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;elf&amp;quot; ===&lt;br /&gt;
Q. On the total kills stat page, one of the sections is &amp;quot;elf&amp;quot;. They appear to be/have been very rare (6 outsider kills, 3rd lowest, and 2 native kills, all-out lowest), but apart from that, all I can tell is that they aren't/weren't natives/outsiders/&amp;quot;special&amp;quot; animals. So, uh... --[[User:AlexanderRM|AlexanderRM]] 00:07, 21 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A. When the ? called Santa visited the Island last December 25, he came with a number of elves.  Some visited Santa to receive a gift when perhaps they should have been given a lump of coal - as there purpose was to test these elves in combat. --[[User:Johan Crichton|Johan Crichton]] 01:50, 21 September 2007 (UTC)&lt;br /&gt;
:: In addition to elves you will also see Easter bunnies and undead stags / deer. They are all unique NPCs / animals that pop up on special occasions.--[[User:Skull Face|Skull Face]] 14:53, 21 September 2007 (UTC)&lt;br /&gt;
::: Don't forget about giant squids. I've read the animals page and was even here for easter, but elves weren't on the list. Hmm... yeah, elves wouldn't go on the animal page, but they're NPCs. Where should they go? --[[User:AlexanderRM|AlexanderRM]] 23:14, 5 October 2007 (UTC)&lt;br /&gt;
:::: And also, one of them apparently had the purpose to test Santa himself in combat. --[[User:AlexanderRM|AlexanderRM]] 22:01, 6 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Werewolf ===&lt;br /&gt;
Q. Not again... someone on the top killers list has 1 werewolf kill. Is this another halloween event that people forgot to mention? Hmm... looking further, 1 Santa kill, 2 more werewolves... and that's all for the top killers. --[[User:AlexanderRM|AlexanderRM]] 18:14, 6 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common edits ==&lt;br /&gt;
&lt;br /&gt;
=== Clan pages ===&lt;br /&gt;
&lt;br /&gt;
Q. How do I make a clan page?&lt;br /&gt;
&lt;br /&gt;
:A. In the search box on the left side of the page, enter your clan's name and click &amp;quot;Go&amp;quot;. If the page doesn't exist, you will then see a notice at the top of the page that reads &amp;quot;No page with this exact title exists&amp;quot;. Clicking on &amp;quot;this exact title&amp;quot; will allow you to edit that page, and when you save your edit the page will be created.&lt;br /&gt;
&lt;br /&gt;
::Please '''categorize your clan''' by including &amp;lt;!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan --&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans]]&amp;lt;/nowiki&amp;gt;&amp;quot; (no quotes) somewhere on the page, as well as &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for outsiders]]&amp;lt;/nowiki&amp;gt;&amp;quot;, &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for natives]]&amp;lt;/nowiki&amp;gt;&amp;quot; or &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for both]]&amp;lt;/nowiki&amp;gt;&amp;quot; so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.&lt;br /&gt;
&lt;br /&gt;
=== Linking profiles ===&lt;br /&gt;
&lt;br /&gt;
Q. How can I link my game profile?&lt;br /&gt;
&lt;br /&gt;
:A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter &amp;lt;nowiki&amp;gt;{{profile|6|Example}}&amp;lt;/nowiki&amp;gt;, where &amp;quot;6&amp;quot; is your ID and &amp;quot;Example&amp;quot; is your name, to get {{profile|6|Example}} as the result.&lt;br /&gt;
&lt;br /&gt;
=== Creating Templates ===&lt;br /&gt;
&lt;br /&gt;
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?&lt;br /&gt;
&lt;br /&gt;
:A. It can be complicated. For those who don't know, putting &amp;lt;nowiki&amp;gt;{{ExampleTemplate}}&amp;lt;/nowiki&amp;gt; on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Requests_for_information&amp;diff=16942</id>
		<title>Requests for information</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Requests_for_information&amp;diff=16942"/>
		<updated>2008-01-02T22:18:15Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* About the wiki */&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;
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.&lt;br /&gt;
&lt;br /&gt;
== About the wiki ==&lt;br /&gt;
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.&lt;br /&gt;
&lt;br /&gt;
Q. Are we supposed to post in the wiki or the official forum? Which one is the &amp;quot;main&amp;quot; discussion area? Which one is better for putting game ideas (more likely to be seen by the game designer/generate useful discussion/etc.)? Since I only wanted to sign up for one or the other, which one should I have signed up for? --[[User:Buttercup|Buttercup]] 21:02, 2 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, the general practice seems to be that when you have a suggestion, then post it on the forum, as the forum has a lot more regulars than the wiki does, for discussion and improvement. If it passes through that without a huge amount of debate, then post it in its respective category here on the wiki, making any changes as needed. However, Simon watches both, so the suggestion is equally likely to be implemented from either. But as for simply discussion, the the forum is the way to go. The wiki tends to be used more as a static presentation of facts/stuff, rather than a place for discussion. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 22:18, 2 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vital statistics ==&lt;br /&gt;
&lt;br /&gt;
=== Hit Points (HP) ===&lt;br /&gt;
:''See [[Gameplay#Hit Points]].''&lt;br /&gt;
&lt;br /&gt;
=== Action Points (AP) ===&lt;br /&gt;
:''See [[Gameplay#Action Points]].''&lt;br /&gt;
&lt;br /&gt;
=== Experience Points (XP) ===&lt;br /&gt;
:''See [[Gameplay#Experience Points]] and [[XP]].''&lt;br /&gt;
====Does Doing (X) Earn XP?====&lt;br /&gt;
Q. Do you get XP when you travel to part of the island you haven't been to before? I don't mean chopping jungle, I mean just moving to a new place. If so, do you only get XP if you have cartography and it writes where you've been, or is exploration good enough, or would it not matter what skill(s) you have? --[[User:Buttercup|Buttercup]] 07:57, 28 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
:''See [[Death]].''&lt;br /&gt;
&lt;br /&gt;
=== Staying alive ===&lt;br /&gt;
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:A. See [[Tips and tricks#Staying alive]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== NPC (Non-Player Character) deaths ===&lt;br /&gt;
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]&lt;br /&gt;
&lt;br /&gt;
:A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he &amp;quot;a spirit&amp;quot; yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.&lt;br /&gt;
&lt;br /&gt;
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:A. No. Animal kills are not reported. &amp;amp;mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
:''See [[Items]].''&lt;br /&gt;
&lt;br /&gt;
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete?  -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &amp;amp;mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.&lt;br /&gt;
&lt;br /&gt;
:A. Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. Ok so ive just joined and im hacking away at a parrot for some xp. Then for some unkown reason the parrot says &amp;quot;i know where to find the heavy sword, follow me&amp;quot; unfortunately that was the last thing it ever did as i was clicking attack systematically. Does this happen a lot and more to the point is the deceased parrot genuine in its statement and would have shown me if i hadnt macheted it into a fine paste. cheers --[[User:Deckard|Deckard]] 09:56, 12 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A. Parrots occasionally say something - it is very doubtful that a Parrot will lead you to a Heavy Sword --[[User:Johan Crichton|Johan Crichton]] 10:07, 12 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Q. Do poison darts poison?&lt;br /&gt;
&lt;br /&gt;
:A. Yes; see [[Items#Ranged weapons and ammunition]]. &amp;amp;mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Q. Are poisionous berries useful for anything, such as the making of poison darts?&lt;br /&gt;
&lt;br /&gt;
:A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &amp;amp;mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) &lt;br /&gt;
&lt;br /&gt;
::(Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:''See [[Skills]].''&lt;br /&gt;
&lt;br /&gt;
===''Clan leadership''===&lt;br /&gt;
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).&lt;br /&gt;
Q. i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}&lt;br /&gt;
:A. Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)&lt;br /&gt;
::ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===''Inviting People''===&lt;br /&gt;
Q: How do you invite people into a clan? --[[User:Moctezuma|Moctezuma]] 13:47, 15 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A. Log in with the character who is admin of the clan, go to the clan page and click on the &amp;quot;view membership&amp;quot; button. There you will find an option to invite (and ban) people. --[[User:Oktavius|Oktavius]] 14:13, 16 September 2007 (UTC)&lt;br /&gt;
:Thanks a lot, Oktavius, I really appreciate your help. --[[User:Moctezuma|Moctezuma]] 14:41, 16 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===''Scavenging''===&lt;br /&gt;
Q. The scanvenging skill for settlers and villagers says that it &amp;quot;Assists in finding things within certain areas.&amp;quot; What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)&lt;br /&gt;
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
===''In-game clan data''===&lt;br /&gt;
Q. Can the in-game clan page (the one you are sent to when you click &amp;quot;form a clan&amp;quot; be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===''Exorcism''===&lt;br /&gt;
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)&lt;br /&gt;
::Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
:''See [[Locations]].''&lt;br /&gt;
&lt;br /&gt;
==General gameplay==&lt;br /&gt;
&lt;br /&gt;
Q. What time period is the game based in?  Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's.  The GPS unit seems a little out of place but implies that the time period has to be present day.  Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.&lt;br /&gt;
&lt;br /&gt;
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:&lt;br /&gt;
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''&lt;br /&gt;
:''You attack the parrot for 5 damage. It dies.''&lt;br /&gt;
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &amp;amp;mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)&lt;br /&gt;
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Q. Has anyone experienced the luck/skill effect while using their fists?&lt;br /&gt;
&lt;br /&gt;
:A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)&lt;br /&gt;
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''&lt;br /&gt;
:''You attack the elephant for 4 damage. It drops to 41 HP.''&lt;br /&gt;
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)&lt;br /&gt;
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Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?&lt;br /&gt;
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:A. Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)&lt;br /&gt;
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Q. Are knives and daggers breakable?&lt;br /&gt;
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:A. Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)&lt;br /&gt;
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Q. Is there a way to make the curse thing go away?&lt;br /&gt;
&lt;br /&gt;
:A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. &lt;br /&gt;
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Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? &lt;br /&gt;
&lt;br /&gt;
:A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.&lt;br /&gt;
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::Thank you very much who ever you are i will use your advise very wisely!&lt;br /&gt;
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Q. How heavy are heavy swords?  Do they dull or break?&lt;br /&gt;
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:A. Heavy swords are notorious at breaking much quicker than your average machete. They do not dull because they are not used to chop jungle. And I believe that they use one inventory slot, just like a machete or cutlass, although I could be wrong on that. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 00:37, 28 July 2007 (UTC)&lt;br /&gt;
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== Animals ==&lt;br /&gt;
:''See [[Animals]].''&lt;br /&gt;
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=== Easy elephant ===&lt;br /&gt;
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)&lt;br /&gt;
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:A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)&lt;br /&gt;
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===&amp;quot;Shargle&amp;quot;===&lt;br /&gt;
Q. Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:&lt;br /&gt;
&lt;br /&gt;
Also here is the body of a shargle.&lt;br /&gt;
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Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)&lt;br /&gt;
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Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. Is it maybe that giant bird thing from awhile back?--[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)&lt;br /&gt;
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:A. See [[Shargle]]. The body is probably from an egg that was brought down from the mountain and hatched. --[[User:Wulla-mullung|Wulla-mullung]] 01:57, 4 July 2007 (UTC)&lt;br /&gt;
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=== &amp;quot;elf&amp;quot; ===&lt;br /&gt;
Q. On the total kills stat page, one of the sections is &amp;quot;elf&amp;quot;. They appear to be/have been very rare (6 outsider kills, 3rd lowest, and 2 native kills, all-out lowest), but apart from that, all I can tell is that they aren't/weren't natives/outsiders/&amp;quot;special&amp;quot; animals. So, uh... --[[User:AlexanderRM|AlexanderRM]] 00:07, 21 September 2007 (UTC)&lt;br /&gt;
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:A. When the ? called Santa visited the Island last December 25, he came with a number of elves.  Some visited Santa to receive a gift when perhaps they should have been given a lump of coal - as there purpose was to test these elves in combat. --[[User:Johan Crichton|Johan Crichton]] 01:50, 21 September 2007 (UTC)&lt;br /&gt;
:: In addition to elves you will also see Easter bunnies and undead stags / deer. They are all unique NPCs / animals that pop up on special occasions.--[[User:Skull Face|Skull Face]] 14:53, 21 September 2007 (UTC)&lt;br /&gt;
::: Don't forget about giant squids. I've read the animals page and was even here for easter, but elves weren't on the list. Hmm... yeah, elves wouldn't go on the animal page, but they're NPCs. Where should they go? --[[User:AlexanderRM|AlexanderRM]] 23:14, 5 October 2007 (UTC)&lt;br /&gt;
:::: And also, one of them apparently had the purpose to test Santa himself in combat. --[[User:AlexanderRM|AlexanderRM]] 22:01, 6 October 2007 (UTC)&lt;br /&gt;
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=== Werewolf ===&lt;br /&gt;
Q. Not again... someone on the top killers list has 1 werewolf kill. Is this another halloween event that people forgot to mention? Hmm... looking further, 1 Santa kill, 2 more werewolves... and that's all for the top killers. --[[User:AlexanderRM|AlexanderRM]] 18:14, 6 October 2007 (UTC)&lt;br /&gt;
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== Common edits ==&lt;br /&gt;
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=== Clan pages ===&lt;br /&gt;
&lt;br /&gt;
Q. How do I make a clan page?&lt;br /&gt;
&lt;br /&gt;
:A. In the search box on the left side of the page, enter your clan's name and click &amp;quot;Go&amp;quot;. If the page doesn't exist, you will then see a notice at the top of the page that reads &amp;quot;No page with this exact title exists&amp;quot;. Clicking on &amp;quot;this exact title&amp;quot; will allow you to edit that page, and when you save your edit the page will be created.&lt;br /&gt;
&lt;br /&gt;
::Please '''categorize your clan''' by including &amp;lt;!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan --&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans]]&amp;lt;/nowiki&amp;gt;&amp;quot; (no quotes) somewhere on the page, as well as &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for outsiders]]&amp;lt;/nowiki&amp;gt;&amp;quot;, &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for natives]]&amp;lt;/nowiki&amp;gt;&amp;quot; or &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for both]]&amp;lt;/nowiki&amp;gt;&amp;quot; so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.&lt;br /&gt;
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=== Linking profiles ===&lt;br /&gt;
&lt;br /&gt;
Q. How can I link my game profile?&lt;br /&gt;
&lt;br /&gt;
:A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter &amp;lt;nowiki&amp;gt;{{profile|6|Example}}&amp;lt;/nowiki&amp;gt;, where &amp;quot;6&amp;quot; is your ID and &amp;quot;Example&amp;quot; is your name, to get {{profile|6|Example}} as the result.&lt;br /&gt;
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=== Creating Templates ===&lt;br /&gt;
&lt;br /&gt;
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?&lt;br /&gt;
&lt;br /&gt;
:A. It can be complicated. For those who don't know, putting &amp;lt;nowiki&amp;gt;{{ExampleTemplate}}&amp;lt;/nowiki&amp;gt; on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=16874</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=16874"/>
		<updated>2007-12-27T15:25:49Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Weapon Upkeep */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]&lt;br /&gt;
::::Just for the lulz, it should be allowed to plant bushes or trees which only grows poisonous fruits, one for natives and one for outsiders, unidentifiable without native/outsider knowledge respectively. Otherwise, to add a little twist, maybe for plants with real poisonous parts (potatoes anyone) might confuse the other faction (here: natives) and trick them into harvesting those unless they have outsider knowledge. --[[User:Baliame|Baliame]] 15:44, 26 December 2007 (UTC)&lt;br /&gt;
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=== 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;
***See the Meat and Pelts discussion in Skills. -[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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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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=== Build - BOATS ===&lt;br /&gt;
'''''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''''' so basically this patch of beach screams out &amp;quot;search for driftwood and build a boat&amp;quot;, so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. &lt;br /&gt;
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we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)&lt;br /&gt;
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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;
::It would be harder to abuse if it takes something like 50 AP to put down a trap. If you think about it, making traps large enough to hurt humans will take a long time. Since there aren't readymade bear traps these traps would have to be DIY traps made of the enviroment.&lt;br /&gt;
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===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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: In a way, this has been implemented through http://wiki.shartak.com/index.php/Suggestions:Implemented#Locations_List - would others agree? --[[User:Johan Crichton|Johan Crichton]] 02:05, 1 July 2007 (UTC)&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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&lt;br /&gt;
===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Well, being able to go out into the jungle and making a little camp would be very interesting. With a clan feature you could set up small clan camps as Gandhi said as small towns perhaps. But one way to assure that it's not spammed is one per person not really clan needed. That way someone could have a small home if they wanted and people couldnt spam them but it would encourage clan building to have a variety of buildings. Of course the problem with a limit is dying then beiong far from your home and then a problem with replacing. But if its as an item in inventory when you die maybe that would work? Use to set up on a square. I personally am setting myself up in the jungle in an area clearing paths and what not but theres really not much for me to do. Construction would be wonderfull if a way is found ot properly manage it.--[[User:Dracul|Dracul]]&lt;br /&gt;
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&lt;br /&gt;
===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
&lt;br /&gt;
[x] 3. Pirate lingo&lt;br /&gt;
&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;
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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
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This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
I was thinking the same idea-Like full inventory of 70 driftwood, if you have a backapack,theres your cargo to trade--[[User:Bloodclott|Bloodclott]] 04:48, 19 December 2007 (UTC)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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A side idea, that probably doesn't deserve a complete new suggestion. It would be interesting to have huts or lean-to shelter structures perhaps providing an extra 0.1 or 0.2 AP per an hour spent after the character has perhaps been idle for an hour or two. It would be something neat, not imbalancing, and wouldn't take away from player interaction with hp regeneration. [[User:Lexus|Lexus]] 01:06, 26 May 2007 (UTC)}}&lt;br /&gt;
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My full &amp;quot;hut&amp;quot; idea was just as some above. A simple lean to that protects you from animals over night.People can still come in and kill you, just not animals.(Why?Because i always die from an animal-rarely am i Pked)&lt;br /&gt;
10 pieces of driftwood makes a lean-to. Something simple&lt;br /&gt;
NOW- CLAN LEADERS can build &amp;quot;guild houses,or clan houses where items can be found and traded.Items should be on a daily limit of spawning to prevent clan abuse-and once the limit is found, you can trade to the clan trader for what others didnt want that day.&lt;br /&gt;
Clan members can then build there lean-to's around and near the Clan House-And no, HELLO-were Settlers, Lets do what we do best-Rape the land of its rescources,convert the locals and build where we see fit--[[User:Bloodclott|Bloodclott]] 04:49, 19 December 2007 (UTC)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{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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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
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As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
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Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Require Help===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=''Allow you to scream to require help when you are in danger.''&lt;br /&gt;
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Cost 5APs to prevent your &amp;quot;race&amp;quot; (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|&lt;br /&gt;
suggest_time=17:17, 8 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Ownslaught|Ownslaught]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Forensic Analysis/Advanced Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|&lt;br /&gt;
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death.  Would require 1 or .5 AP to use, similar to tracking, and would say something like &amp;quot;It looks like Dim Mak is lying on the ground, clawed to death by a parrot.&amp;quot; or &amp;quot;Barbarossa is dead on the ground, seems he ate the wrong berries.&amp;quot;&lt;br /&gt;
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Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).&lt;br /&gt;
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There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - &amp;quot;frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently.&amp;quot;&lt;br /&gt;
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A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - &amp;quot;Scribbled in the sand is 'Arrrgh!!!'.  It looks like Barbarossa's handwriting.&amp;quot;&lt;br /&gt;
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This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.&lt;br /&gt;
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suggest_time=16:50, 11 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)&lt;br /&gt;
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I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)&lt;br /&gt;
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I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)&lt;br /&gt;
: Yes, this would be ultimate scout explorer skill. I like it a lot [[User:Lama|Lama]]&lt;br /&gt;
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===Fishing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skills|&lt;br /&gt;
suggest_scope=Evreyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
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With the ''Fishing'' skill, you can catch fish and use them to heal yourself. There are thee types of fish you can catch: '''Minnows''', '''Bass''', and '''Large Catfish''', each with diffrent dificulty levels and skills required to catch them. Here are the skills:&lt;br /&gt;
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*'''Basic Fishing'''- ''Able to catch Minnows''&lt;br /&gt;
**'''Intermediate Fishing'''- ''Able to catch Bass''&lt;br /&gt;
***'''Advanced Fishing'''- ''Able to catch Large Catfish''&lt;br /&gt;
*'''Fisherman's Luck'''- ''Better chance of cating a fish''&lt;br /&gt;
*'''Fisherman's Lure'''- ''EXP gained is doubled while catching fish''&lt;br /&gt;
''(also see belong for precentages on catcing fish)''&lt;br /&gt;
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If you wanted to fish, you would have to have a '''fishing pole''' ''(new item)'' that could easily be bought at the trading post for 1-5 gold. You would then head out to a body of water (river, lake, ocean) and cast your line. Depending on if you have &amp;quot;Patience&amp;quot; or not and what Fishing skill you had, you'll have the chance of catching a fish. If you've only got '''Basic Fishing''', you can catch Minnows, if you have '''Internediate Fishing''' you have an equal shot at catching Bass or Minnows, and if you have '''Advanced Fishing''' you have an equal chance of catching Minnows, Bass, or L. Catfish. &lt;br /&gt;
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The fish will also be able to heal a certain number of HP. Here is what the fish will heal:&lt;br /&gt;
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*'''Minnows'''- ''2 HP''&lt;br /&gt;
**'''Bass'''- ''5 HP''&lt;br /&gt;
***'''Large Catfish'''- ''7 HP''&lt;br /&gt;
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Also, when you catch a fish, you will gain EXP. Here is what each fish will earn EXP-wise:&lt;br /&gt;
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*'''Minnows'''- ''2 EXP''&lt;br /&gt;
**'''Bass'''- ''5 EXP''&lt;br /&gt;
***'''Large Catfish'''- ''12 EXP''&lt;br /&gt;
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As with evreything in Shartak, when you do something, the action has a description. Here are the discriptions for catching fish:&lt;br /&gt;
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*You cast your line... but don't get even a nibble.&lt;br /&gt;
*You cast your line... and catch a Minnow!&lt;br /&gt;
*You cast your line... and catch a Bass!&lt;br /&gt;
*You cast your line... and catch a Large Catfish!&lt;br /&gt;
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Percentages to catch fish:&lt;br /&gt;
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*With '''Beginner Fishing'''- 10% chance to catch fish&lt;br /&gt;
**With '''Intermediate Fishing'''- 25% to catch fish&lt;br /&gt;
***With '''Expert Fishing'''- 40% to catch fish&lt;br /&gt;
****With '''Fisherman's Luck'''- +25% to catch fish|&lt;br /&gt;
suggest_time=01:54, 24 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Che|Che]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* How about the &amp;quot;patience&amp;quot; aspect being the maximum number of AP you're willing to 'wait' after casting your line... eg [Fish for] &amp;lt;1/2/5/10&amp;gt; minutes. where each minute is the number of AP that you expend. The number of minutes would be a dropdown list, just like targets for attacks. Every minute that you fish for is a separate roll of the dice so you might fish for 10 minutes and not catch anything, or you could fish for 10 minutes and catch something after just 3 minutes. I'm not into fishing so perhaps someone who is can say if those times are wildly inaccurate or not. --[[User:Simon|Simon]] 10:21, 24 September 2006 (UTC)&lt;br /&gt;
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I really don't know myself. I've fished once before in my life. All the ideas I got from the Wikipedia article on [http://en.wikipedia.org/wiki/Fishing fishing]. -[[User:Che|Che]] 06:46, 31 December 2006 (UTC)&lt;br /&gt;
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I think this is a brilliant idea. Perhaps some parts of the ocean or sections of rivers and lakes have a higher yield rate. - [[FirstAmongstDaves]]&lt;br /&gt;
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Whenever I go fishing it takes a while to get something. On good days I can get a fish once every 30 minutes. It should take AP to cast your line and reel in the fish but it shouldn't cost AP to wait for a bite.&lt;br /&gt;
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=== Cutlass mastery ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= a skill to add 10% to any player who uses a cutlass|&lt;br /&gt;
suggest_scope= Pirates mostly but any native or outsider group.|&lt;br /&gt;
suggest_description= at the end of the close quarters combat tree this skill would appear. Buy it and the character gains an extra 10% when attackin with a cutlass, Short simple and sweet. Helps out all non-marksman classes have an edge in dishing out damage.|&lt;br /&gt;
suggest_time=23:56, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think it's brilliant, because we could (i know i keep going on about them) still get flintlocks and nobody would be able to complain because they can master cutlasses too. We'd have nobody whining that pirates could now 'own' anyone. [[User:Rozen|Rozen]]&lt;br /&gt;
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*I'm all for it, except it should be something more piratey- like Bellyslitting or Gutwrenching or something. Perhaps apply the bonus to knives too (but not other swords). --[[User:Odysseus|Odysseus]] 22:14, 18 February 2007 (UTC)&lt;br /&gt;
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=== First Aid tweak ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= A tweak to First Aid, the skill that follows from Triage|&lt;br /&gt;
suggest_scope= All classes|&lt;br /&gt;
suggest_description= When you have the First Aid skill and you hover your curser over a guy in the distance (to see their name) you will also see a summary of their HP. Either healthy, injured, or dying. This would save you some AP whilst looking for people to patch up.|&lt;br /&gt;
suggest_time=00:50, 04 December 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Aco|Aco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Make it for Advanced Triage. Good, though. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:14, 23 February 2007 (UTC)&lt;br /&gt;
:What Mark said.--[[User:Skull Face|Skull Face]] 22:50, 13 September 2007 (UTC)&lt;br /&gt;
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===Triage Change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Triage Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently, the triage skill works by giving you the lowest HP of an injured person in the room. For example, if there were two people in a space, one who's HP is 49 out of 50, another 50 out of 80, you will only be able to see the HP of the first. This is rather unrealistic and annoying. For the guy with 50 max HP, the 1 damage that took him to 49 is just a scratch, while for the guy with 80 max HP, him being at 50 is a very critical wound. The end result is that you waste a FAK on the 49 HP guy, when it could have done much more good for the 50 HP guy.&lt;br /&gt;
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So, I would suggest that the system be revised, and instead of working on lowest HP number, work on a fractional basis. So now, some one with 60 out of 80 HP is at 3/4 health, and so you would see his HP rather than the guy who is at 49 out of 50 HP, which is only 98%.|&lt;br /&gt;
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suggest_time=15:41, 19 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tintin|Tintin]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As a healer, i wholeheartedly support this idea, and can't think of anything that could make it better. [[User:Rozen|Rozen]]&lt;br /&gt;
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Same here. Very idea :) [[User:Lama|Lama]]&lt;br /&gt;
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Yup, very good idea --[[User:Htkl|Htkl]] 00:09, 24 April 2007 (UTC)&lt;br /&gt;
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: Sounds ok, but why not just show the person needing the most healing by calculating (max hp - current hp) instead of a percentage? --[[User:Johan Crichton|Johan Crichton]] 04:45, 24 April 2007 (UTC)&lt;br /&gt;
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===Mining.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Mining for multiple resources depending upon skill and location. Ie: Stone for walls, roads.  Metal ore for weapons and equipment. Gold is also possible, but might make more sense in panning on the rivers.|&lt;br /&gt;
suggest_description=I first thought of this when I saw the mountain and was getting tired of the jungle growing back in areas.  I wondered if it might be possible to mine for rock to build roads in the jungle.  These roads would naturally last longer than ordinarily cleared jungle but would eventually be reclaimed by it if not maintained.  Mining could be its own skill tree with multiple types of mining yielding different resources.  Similarly, only certain areas on the map could be mined and not all types of mining could be done at the same location.  Tools of various sorts would probably also be required which would eventually break and need to be replaced.|&lt;br /&gt;
suggest_time=14:51, 26 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:GreyA2|Grey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:07, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Yelling===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=This was a random idea, but it might work. This skill allows a person to project their voice over several squares, at the expense of additional AP. Now, for specifics.&lt;br /&gt;
&lt;br /&gt;
This skill creates a new button next to the Talk button, labeled &amp;quot;Yell&amp;quot;. For 3 AP, a person can yell something with a length equivalent to normal speech, with a range of seven squares. However, as distance increases, so does difficulty hearing it.&lt;br /&gt;
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1 block away has hearing similar to normal. 2-3 blocks away has hearing similar to having Advanced Language. 4-5 blocks away has hearing similar to Basic Language. 6-7 blocks away has hearing similar to having no language skills. Also, each block away adds a 5% chance for a word not to be heard.&lt;br /&gt;
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The hearer would receive a message similar to this: You hear a voice coming from 1 block to the East, &amp;quot;This is Mark D. Stroyer. Can you hear ... now? Good!&amp;quot; The ... indicates a word that isn't heard.&lt;br /&gt;
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Also, if you're inside a building, you would simply see, &amp;quot;You hear someone yelling off to the (insert compass direction here, such as East).&amp;quot; Also, if you are between 7-9 squares away, there is a 40% chance that &amp;quot;You hear someone yelling off to the (compass direction).&amp;quot;&lt;br /&gt;
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suggest_time=16:09, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Taxidermy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description= The taxidermy skill could possibly be followed by advanced taxidermy. The skill involves taking corpses (animal, human, etc) and stuffing them. This may require some form of filling and would create stuffed corpse items, which could be used for decoration. Obviously, larger animals such as elephants would take more AP to stuff than a parrot. Small items could be carried and added to the description but larger animals would not be easy to carry and therefore would be set up at a location and the head could be cut off as a trophy which might be placed in an empty hut. All of the animals could be decapitated, with a knife or dagger for small ones and a machete or cutlass for larger ones. Removing the head would create two items: '''Head of a/n &amp;lt;animal&amp;gt;''' and '''Headless &amp;lt;animal&amp;gt;'''. In areas with a corpse there could be an option reading &amp;quot;''stuff corpse''&amp;quot; and a dropdown menu with &amp;quot;''place on floor''&amp;quot;, &amp;quot;''mount on wall''&amp;quot;(only available in locations inside or directly outside a hut) and &amp;quot;''seperate head''&amp;quot; could appear once it is in the inventory. |&lt;br /&gt;
suggest_time=01:35, 9 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Jenerix|Jenerix]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd like to see this implemented, we often stuff corpses in York, it'd be nice to see it added properly, maybe with some XP given for successful completion? --[[User:Htkl|Htkl]] 02:34, 9 June 2007 (UTC)&lt;br /&gt;
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===Skills for Pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirate|&lt;br /&gt;
suggest_description= Piratesare the hack and slash characters of Shartak.  Pirates need to reinforce this image. I propose three ideas.&lt;br /&gt;
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1. Pirates love their melee weapons so they must always be cleaning them and keeping them battle ready.  So why not include a skill to decrease the chance of their weapons breaking or becoming blunt.  Skill name: Weapon Upkeep.  Re: Weapon maintenance ( thanks Johan Crichton)  &lt;br /&gt;
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2. Pirates are fueled by rum and that makes them unpredictable.  Adding a temporary 5%- 10% attack increase whan a pirate has consumed a bottle of beer or rum. After 10 to 15 attacks the effects wears off and attack goes back to normal. This could also increase the chance of dealing an extra point damage. Skill name: Battle Craze (or Bottle Craze).&lt;br /&gt;
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3. Pirates are .  They could duel wield melee weapons dealing one point less damage with the off hand. Of course you need Also you would have to decrease both weapons chance to hit. 10% with average hand and 20% with the other hand. You could add another skill that lets you increase the chance to hit with both hands. 5% on average hand and 10% on the off hand.  This would only be used with a machete or cutlass just to keep things clear.  Skill name: Duel wield and Advance Duel Wield.&lt;br /&gt;
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These skills could make pirates more interesting, without destroying fair gameplay or filling the land with pirates.  Of course you could just make a skill that gives pirates a 10% increase in attack.|&lt;br /&gt;
suggest_time= 0:17 EST July 5, 2007|&lt;br /&gt;
suggest_author=[[USER:Crazy Ian|Crazy Ian]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As a long-time campaigner for new pirate skills or bonuses, I'm interested in these. Dual wielding and rum, not so much, but weapon upkeep is great, and historically accurate. --[[User:Rozen|Rozen]] 23:41, 5 July 2007 (UTC)&lt;br /&gt;
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Thanks for the input and maybe we should look into the history of pirates for inspiration. --[[User:Crazy Ian|Crazy Ian]] 00:57, 6 July 2007 (UTC)&lt;br /&gt;
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A couple of comments:&lt;br /&gt;
* Could you provide an argument for pirates being the 'hack and slash' characters of Shartak?&lt;br /&gt;
* I'd suggest 'Weapon maintenance' might be a better name that 'Weapon upkeep' - and it should be a skill open to Warriors and Soldiers as well&lt;br /&gt;
* Alcohol isn't likely to make you hit things more accurately - it's more likely to allow you to take more damage (you don't notice it due to the inebriation) or do more (the sugar gets burnt to energy) - I don't like the idea of alcohol giving a % increase in this way.&lt;br /&gt;
* Dual wielding - again, this is a skill that should be available (if introduced) to all martial characters (and it's dual wield, not duel wield).  Can you provide the maths on expected damage from having this as an option/skill?&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 01:22, 6 July 2007 (UTC)&lt;br /&gt;
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Yeah good point about the alcohol I should have though that through a bit more. Also Thanks for pointing out that grammatical error.  I don't have the formula on the ratio, I'll add it in once I get the formula and figure it out.  Pirates are the hack and slash characters because they don't have any special skill just for them.  It's pretty much grab a cutlass or a machete and get at it.  Of you could also look at like there beginners class for people to get a hold of game and learn it's mechanics (of course experienced players can be pirates too). --[[User:Crazy Ian|Crazy Ian]] 04:01, 6 July 2007 (UTC)  &lt;br /&gt;
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I think pirates need something that's just for pirates, Johan. Currently, they're unbalanced. Everyone's got a skill of thier own, soldiers have the rifle and warriors have a blowpipe, but pirates only have 5 more HP. Some minor skill that benefits them, even if it benefits other people, but benefits pirates more...i just forgot what i was going to say. Screw it. --[[User:Rozen|Rozen]] 08:36, 6 July 2007 (UTC)&lt;br /&gt;
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===Brute strength===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=An offshoot of Body building, Brute strength adds 1 extra damage for attacks under 3HP. This eliminates the need for cutlasses (other than deforestation) except when combined with Balanced stance for a 2HP glancing blow.|&lt;br /&gt;
suggest_time=00:44, 17 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This does seem a little excessive, effectively doubling the effect of blows via Balanced Stance. Why would this apply only to Pirates? Wouldn't it also be appropriate for well-fed Warriors and hulking Soldiers? --[[User:Skull Face|Skull Face]] 16:05, 14 September 2007 (UTC)&lt;br /&gt;
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===Iron Constitution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill / balance change|&lt;br /&gt;
suggest_scope=Pirate Class|&lt;br /&gt;
suggest_description=Why do pirates have access to the First Aid skill? Medicine of the pirate era was notoriously dodgy and ship's carpenters, cooks and barbers often doubled as the ship's surgeon. This is why pirates are so often depicted as scarred and missing limbs, teeth, eyes et al.&lt;br /&gt;
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This suggestion is for a unique skill called ''Iron Constitution'' which allows pirates to gain extra HP from all sources (beer, rum, water, fruit, herbs and FAKs) over and above the base HP gain rate for the item. A pirate with ''Iron Constitution'' will gain +1 HP for consuming fruit, water, and fruit juices, +2 HP for consuming rum and beer, and +2 HP for using FAKs or Herbs on himself. The skill does not affect FAKs or Herbs applied to others.&lt;br /&gt;
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This skill is intended to provide a touch of character and make things a little easier around the resource-scarce shipwreck. My suggestion (possibly controversial) is that pirates be allowed to choose either Iron Constitution or First Aid but not both. Hard men would take Iron Constitution as their defining skill whilst wussy gentrified pirates would take First Aid. If implemented, existing players of pirates would be given a one-time opportunity to trade their First Aid skill for Iron Constitution.&lt;br /&gt;
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suggest_time=22:33, 13 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Man, for a second there I thought you said Iron ''Construction.'' Holds promise methinks. --[[User:Wulla-mullung|Wulla-mullung]] 23:39, 13 September 2007 (UTC)&lt;br /&gt;
:Woops! Edited to categorize beer and rum together, originally had beer in the +1 HP category with water! --[[User:Skull Face|Skull Face]] 10:29, 14 September 2007 (UTC)&lt;br /&gt;
:: the FAK/herb effect should work for FAKs and Herbs used on others, but based on the person healed and not on the healer, and it should only give the healer one additional XP instead of two. --[[User:AlexanderRM|AlexanderRM]] 01:58, 13 October 2007 (UTC)&lt;br /&gt;
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===Spirit Usage Skills===&lt;br /&gt;
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This suggestion has several skills that are usable by natives that use spirits in some way.  Some are benign and do not effect the spirits in any way others exorcise the spirit as well as the skills other effects.&lt;br /&gt;
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'''War Prayer''' {Warrior Only}&amp;lt;br&amp;gt;&lt;br /&gt;
Requires sixth sense.  When used on a tile with spirits present gives a 5% bonus to hit with blowpipe attacks, the duration is 1 attack per native spirit present.  This skill does not effect the spirits in any way.  It costs 5 ap to use.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
:'''Ancestral Chant''' {Warrior Only}&lt;br /&gt;
:Requires War Prayer.  Increases the duration to 2 attacks per native spirit and reduces the ap cost to 3.  This skill does not effect the spirits in any way.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
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'''Spirit Strike''' {Shaman Only}&amp;lt;br&amp;gt;&lt;br /&gt;
Requires Exorcism.  When used on a tile with spirits present uses a spirit as a weapon, dealing 6 damage with a 40% accuracy.  This skill costs 3 ap to use and exorcises the spirit but the spirit also gains exp for the damage done.  Can only use native spirits&lt;br /&gt;
:'''Necromancy/Voodoo''' {Shaman Only}&lt;br /&gt;
:Requires Spirit Strike.  Increases the accuracy by 20% (so overall the accuracy is 60%) and increases the damage done by 2 (so 8 damage).  Can use all spirits&lt;br /&gt;
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'''Fertility Ritual''' {Villager Only}&amp;lt;br&amp;gt;&lt;br /&gt;
When used on a tile with spirits present this skill gives a 10% bonus to finding any food item for 3 searches per native spirit present.  Does not harm the spirits in any way.  Costs 3 ap to use.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
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'''Spirit Guide''' {Scout Only}&amp;lt;br&amp;gt;&lt;br /&gt;
When used on a tile with spirits present the scout gains 3 free moves per native spirit present.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
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That's about it really.  What do you think?--[[User:Etherdrifter|Etherdrifter]] 14:02, 20 September 2007 (UTC)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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No. Some are overpowered, others are useless. And also, there's not very much reasoning or sense for them. And furthermore, it's unbalanced. Outsiders get absolutely nothing concerned with spirits. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 16:12, 20 September 2007 (UTC)&lt;br /&gt;
:Stick to established chronology? Older suggestions at top, new suggestions to the bottom? I've corrected that for you. Regards the actual skills I think they are unbalancing as they affect only natives and give nothing to outsiders. Don't get me wrong, killing outsiders makes me happy but there has to be something for everyone. Sadly I don't think they fit with outsiders. And as per previous comments some seem overpowered (e.g. Spirit Guide) whilst others seem underpowered (e.g. Fertility Ritual)--[[User:Skull Face|Skull Face]] 16:58, 20 September 2007 (UTC).&lt;br /&gt;
::Well originally only the shaman skills were presant but I thought that would overpower the shaman class by quite alot.  Still I can see what you mean by overpowered, why if for some odd reason tribal shamans did not exorcise spirits on sight and there was a build up of spirits in one location the amount of power available would be phenominal...--[[User:Etherdrifter|Etherdrifter]] 20:22, 30 September 2007 (UTC)&lt;br /&gt;
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=== Shallow Diving ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill / additional mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=The new ability to shallow dive in [[Water]] locations would be made available to all classes for free. It would permit characters to dive to seabed ([[Water]]) or riverbed ([[Water#River|River]], [[Water#Lake|Lake]], [[Water#Pool|Pool]] or [[Water#Waterfall|Waterfall]]) locations only. This ability would not apply to [[Water (deep)#Water_.28deep.29|Deep Water]], that would require a separate skill.&lt;br /&gt;
&lt;br /&gt;
Diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 120 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 14 APs. Shallow diving in [[Water]] carries no risks at this time.&lt;br /&gt;
&lt;br /&gt;
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.&lt;br /&gt;
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suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't quite get the dive time idea tbh. Maybe underwater search should take more ap (similar to searching in the swamps) and if you ap-out underwater, you simply drown? Apart from that I love both your diving skills suggestions. Support! --[[User:Lama|Lama]] 21:16, 27 September 2007 (UTC)&lt;br /&gt;
:I'll try to clarify dive times. Before diving you decide how many searches you want to conduct i.e. how many APs you will spend on the dive. If you want to do 10 searches you have to dive for 10 x 10 = 100 seconds. And a 100 second dive will require 12 APs (1 to dive, 10 to search, 1 to surface). The idea of 1 search per 1 AP = 10 seconds is descriptive only, based on real world breath-holding being around 2 minutes maximum for most people. After you press 'Dive' you are presented with the results of your searches, you are not moved into an underwater realm. This mechanism of selecting dive times is based on Simon's suggestion of simplifing diving into APs spent underwater rather than programming a whole new underwater environment. --[[User:Skull Face|Skull Face]] 12:15, 28 September 2007 (UTC)&lt;br /&gt;
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:...which would be truly awesome; anyway, I think it could be achieved by hitting &amp;quot;dive&amp;quot; button and then &amp;quot;search&amp;quot;. After each search you would get the info - you can hold up your breath for ''some time'' more, where ''some time'' would be a measure similar to the one you get using saved map locations. To surface, simply hit the button &amp;quot;surface&amp;quot; (it could be the same one with changed text or maybe just marked &amp;quot;dive/surface&amp;quot;). The point I am trying to make is that we don't have time in Shartak, and these seconds things are a bit out of place in my opinion.--[[User:Lama|Lama]] 12:29, 30 September 2007 (UTC)&lt;br /&gt;
::I'm not proposing that the player actually sits at the keyboard waiting for 100 seconds if he does a 100 second / 10 search dive. How about if the button said 'Dive for' and then had a pull-down menu of dive times expressed in number of searches (1 search to 12 searches)? --[[User:Skull Face|Skull Face]] 22:14, 30 September 2007 (UTC)&lt;br /&gt;
:::that sounds totally reasonable --[[User:Lama|Lama]] 00:00, 1 October 2007 (UTC)&lt;br /&gt;
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=== Free Diving ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=The new Free Diving skill would be a sub-skill of Swimming. It would permit characters to dive to seabed locations in [[Water (deep)#Water_.28deep.29|Deep Water]] as well as increasing maximum bottom time for shallow dives.&lt;br /&gt;
&lt;br /&gt;
Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] would require 2 APs to get down, 2 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 160 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] carries a similar risk of shark attacks as swimming there i.e. XX% chance of a bite assessed per AP spent on a dive.&lt;br /&gt;
&lt;br /&gt;
Improved diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 180 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Shallow diving in [[Water]] carries no risks at this time.&lt;br /&gt;
&lt;br /&gt;
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]], [[Suggestions:Game_mechanics#Submerged_Ruins|submerged ruins]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.&lt;br /&gt;
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suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Hide in Like, You Know, Trees and Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Most non combat centric classes|&lt;br /&gt;
suggest_description=*'''basic camouflage''' (scouts, explorers, villagers, settlers, scientists, shaman, pirates):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen from two squares away.&lt;br /&gt;
*'''advanced camouflage''' (scouts, explorers, villagers, settlers):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen from adjacent squares or farther.&lt;br /&gt;
*'''masterful camouflage''' (scouts, explorers):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen at all until their 'hidden' status is revoked&lt;br /&gt;
&lt;br /&gt;
'''notes''': &lt;br /&gt;
*chance of successful 'hiding' is based on jungle density: d0=0%, d10=10%, d20=20%, ect. &lt;br /&gt;
*character's 'hidden' status is revoked if they preform any action or are attacked. and may be revoked if the jungle is cleared, or searched. &lt;br /&gt;
*character has a chance of remaining 'hidden' if the jungle is searched, based on it's level: d10=100%, d9=90%, d8=80%, ect. &lt;br /&gt;
*character has a chance of remaining 'hidden' if the jungle is cleared, based on how much is left: d9=90%, d8=80%, d7=70%, ect. &lt;br /&gt;
*character can be seen/smelled by animals regardless of 'hidden' status. &lt;br /&gt;
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suggest_time=22:30, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Psychic Link===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes (spirits)|&lt;br /&gt;
suggest_description=This suggestion is for a new ability that aids a spirit in haunting the last person who murderered him or her. With this ability the spirit of the recently deceased gets a compass that points in the direction of the person who killed them. The compass would work in the same manner as the current [[Exploration]] and [[Cartography]] locations ability that points a traveller towards a target location. Spirits with this ability also get a 'Haunt' button which teleports them to the current location of their murderer at a cost of 25 APs.&lt;br /&gt;
&lt;br /&gt;
The haunting ability remains in effect until either the spirit chooses to be revived by a shaman (the ability does not carry over into life) or the spirit is exorcised by a shaman (exorcism breaks the bond between murderer and victim). If a character dies at the hands of an NPC (e.g. squid, shark, wandering shaman) or by suicide then the haunting features remain inactive when the dead character assumes spirit form.&lt;br /&gt;
&lt;br /&gt;
Relative placement on the spirit skill tree is suggested at the same level as [[Shocking shriek]] (i.e. [[Haunting scream]] is a prerequisite). This placement is open for debate, as is the actal name of the ability e.g. psychic link, haunt, curse etc.&lt;br /&gt;
&lt;br /&gt;
I make this suggestion even though my main character is a confirmed headhunter. This skill is intended to improve roleplaying / gameplay by giving spirits a reason (a slim one granted) to be in places other than the medical hut. And it would result in killers being haunted by their victims. Those who police the settlements against murderers might themselves be haunted in turn but other innocents would be safe from the murderers... for a while at least... --[[User:Skull Face|Skull Face]] 21:41, 1 October 2007 (UTC)&lt;br /&gt;
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suggest_time=21:41, 1 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Don't destory the naturally occouring necromantic system that is the spirit hut!  On a less self centered note it is a good idea though I would say death should remove the haunting status, you got your vengence now leave the poor git alone.--[[User:Etherdrifter|Etherdrifter]] 14:31, 2 October 2007 (UTC)&lt;br /&gt;
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===Fireball casting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Shamanic offensive skill|&lt;br /&gt;
suggest_scope=Shamans|&lt;br /&gt;
suggest_description=Idea of fireball is simple. You cast a hot fiery projectile at your enemy, doing some damage. At doubled attack AP cost fireball would do from 1 to 10 damage, with the highest chance in the mid range (4-6 dmg), diminishing when going to the both ends of the scale (for example, 5% for 1 or 10 dmg, 10% for 2 or 9 dmg, 15% for 3 or 6 dmg, 25% for 5 dmg and 45% for 4 dmg). If you feel the idea of fireballs is out of place on Shartak, name it &amp;quot;using tiny little blowpipes with shamanic mixture of poisonous powder made of berries and herbs&amp;quot; or anything more fitting the game set-up. I mean - this mechanics for ranged attack is serious. Not as serious as Sam, but still serious. I would love to see some comments on this.|&lt;br /&gt;
suggest_time=00:05, 4 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lama|Lama]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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OK I'll go first. I dislike the idea of fireballs as it sounds too much like D&amp;amp;D. I have questions. Is the range the same range as a blowpipe or rifle? If so, what would the %age hit chances be and what makes this different from using a blowgun or rifle (or even better than whacking someone with a machete)? Do we want shamen to replace warriors? What is the ammunition for a fireaball? As suggested on the forums, I do like the idea of a shamanic curse and the voodoo dolls idea seems to fit the character class. Maybe I'll work something up... --[[User:Skull Face|Skull Face]] 14:01, 4 October 2007 (UTC)&lt;br /&gt;
*Here go answers:&lt;br /&gt;
- let's call it touch of curse then.&lt;br /&gt;
&lt;br /&gt;
- range is the same as with any other weapon in-game.&lt;br /&gt;
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- for percentages, read it once again :) the difference is you can wield 10 dmg for 2 AP if you are lucky. Which, in terms of statistics is not really useful (most chances are you get 1 dmg for 1 AP spent), but it adds nice offensive skill for not so offensive class, definitely not replacing warriors or soldiers. &lt;br /&gt;
&lt;br /&gt;
- Shamans would be much better to role-play, if they could use some sort of magic to hurt peoples (refer to any kind of literature, I visualized this myself after last reading R.E.Howard's short novels about Conan.)&lt;br /&gt;
&lt;br /&gt;
- there's no ammunition for psychic-power skills other than AP.&lt;br /&gt;
&lt;br /&gt;
- and thanks for commenting, I hope I made it clearer --[[User:Lama|Lama]] 09:17, 8 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'll add my comments on this suggestion that I have made on the forum. This suggestion could be utilized in a Staff. A Staff of Firebolts that has a limited amount of charges, similar to how the current GPS has a limited amount of battery life. Let's say, each Staff has 20 charges and takes up more room in your inventory than what a rifle or a blowpipe would. This suggestion doesn't change anything you've already suggested lama, just the delivery via a Staff. Other classes can use the Staff as a melee weapon, but not the Firebolts feature. Lets see, Shaman would initially hit on 45% and then the percentages that you suggested lama, kick in for damage amounts.&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
&lt;br /&gt;
'''Shaman Firebolt Staff'''&lt;br /&gt;
*45% to Hit[br]&lt;br /&gt;
*Staff contains limited charge (10-20 charges)&lt;br /&gt;
*Staff takes up a lot more inventory space than rifle and blowpipe (Double?)&lt;br /&gt;
*Only Shamans can utilize Firebolts, whereas other classes can wield it as a melee weapon&lt;br /&gt;
*Damage variance (See lama's figures)&lt;br /&gt;
&lt;br /&gt;
That's it for now :D --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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===Bodyguard===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new skill called Bodyguard, to be placed on the Close Quarter Combat skill tree at the same level as Balanced Stance. When in the presence of another player or an NPC, characters with his skill would have access to a 'Guard' button with two adjacent pull-down menus. The first would be a pull-down menu of APs to be used, minimum of 1, maximum of 10. The second would be a pull-down menu of the current characters (AKA victims) at the location (c.f. the 'Attack' menu). The player would thus spend 1 to 10 APs to act as a bodyguard for a chosen victim. For each AP thus spent the player would automatically be the target of one attack directed at the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a hit with a ranged weapon, i.e. blowpipe or rifle, the bodyguard takes the hit instead of the victim only 50% of the time (the other 50% of the time the victim is still hit). Bullets and blowpipes fired by trained soldiers and warriors are much harder to defend against than melee attacks. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 4 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 4 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 4 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a hit, the bodyguard takes the hit instead of the victim. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 3 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 3 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 3 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have resulted in a glancing blow with a melee weapon, the target is hit as normal. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You recover your balance and hit Blue Hummingbird for 3 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. The attacker slips past your guard and hits Blue Hummingbird for 3 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. The attacker slips past Raffles and you take 3 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a miss, the bodyguard is missed rather than the target. Flavour text would be as follows:&lt;br /&gt;
:''Attacker text - You attack Blue Hummingbird. Raffles interposes himself. Your attack misses.''&lt;br /&gt;
:''Bodyguard text - A Rat attacks Blue Hummingbird. You interpose yourself. The attack misses.'' &lt;br /&gt;
:''Victim text - A Rat attacks you. Raffles bravely interposes himself. The attack misses.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players using the Bodyguard ability must have sufficient unused APs to allocate towards the defence of the target i.e. they cannot deliberately go into negative APs when setting out to bodyguard. In the event that multiple players choose to bodyguard the same victim at a location, one of the bodyguards is selected randomly for each attack before the results are calculated. In the event that the nominated victim leaves the location before bodyguard APs are used up, any unused APs are lost and not returned to the bodyguard.&lt;br /&gt;
&lt;br /&gt;
This skill would permit a group of players to defend a potential victim. Examples would be villagers defending a [[shaman]] who is exorcising a healer's hut, or an [[SPF]] activist attempting to save an elephant from a hunter's rifle.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]] 14:58, 9 October 2007 (UTC)|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Zergers could abuse this horribly. Beyond that, I think it's overpowered. It would make it impossible to kill someone being bodyguarded. Maybe instead of an automatic success it would only have like a 10-15% chance, and a character can only be bodyguarded by 1 player at a time.&lt;br /&gt;
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I assume while bodyguarding it would be impossible to perform any other actions (since all your focus would have to be on who you're bodyguarding).&lt;br /&gt;
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But I like the idea! It would open up a lot of new avenues for play (Bodygaurd companies/clans, loyal friends, your example in the Court of Raktam, etc.) [[User:Blahmicho|Blahmicho]] 19:05, 9 October 2007 (UTC)&lt;br /&gt;
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:I'm not sure that we could do anything against zergers that the game engine doesn't already do. Bodyguarding your own alt should theoretically have the same result as attacking or healing your alt i.e. the Curse of Shartak gets you. It wouldn't be impossible to kill someone unless multiple people were bodyguarding the intended victim. The maximum spend of 10 AP means that a bodyguard can only get in the way of 10 attacks, everything thereafter automatically targets the victim as normal unless there are more bodyguards. That figure of 10 could be altered. I guess that a limit could also be placed on the number of active bodyguards for one character. Any bodyguard who took an action before his 10 APs were used would automatically cancel the bodyguard effect and lose any APs spent. --[[User:Skull Face|Skull Face]] 22:04, 9 October 2007 (UTC)&lt;br /&gt;
::First, why is the bodyguard spending the AP before he does anything? The AP should be spent when you block an attack, so if the guarded person moves or dies or you die or decide to do something else, the AP aren't wasted. Second, there should be a skill like &amp;quot;assassin&amp;quot; that both increases chance to get past a bodyguard and means that you can avoid being noticed... until you attack the bodyguard or the person they're guarding, of course. Maybe make a &amp;quot;hiding&amp;quot; skill and have assassin as a sub-skill, letting you attack while hidden though you'd have a chance to be found out and be prevented from hiding again while the person you attacked is still alive and being bodyguarded in that square. --[[User:AlexanderRM|AlexanderRM]] 00:06, 16 October 2007 (UTC)&lt;br /&gt;
:::The server has no way to tell if you are logged out, asleep or simply inactive for a few moments. Requiring the bodyguard to actively spend APs gets around this problem (and prevents some exploits), provides a potential AP cap on the ability and provides a mechanism for checking for zerging. I dislike the idea of attacking from hiding but if you think that it has merit then write it up for discussion. --[[User:Skull Face|Skull Face]] 10:41, 16 October 2007 (UTC)&lt;br /&gt;
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===Curse===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill/mechanic|&lt;br /&gt;
suggest_scope=Shaman|&lt;br /&gt;
suggest_description=This suggestion is for a new shaman skill called ''Curse'' placed on the psychic skills tree at the same level as [[Exorcism]]. A curse would be called down upon a specific map square (indoor or outdoor) via a blood ritual costing 5 AP and 5 HP. Cursing a location requires a dagger or knife to draw blood but grants no XP. Spirits in a cursed area would benefit from a reduced AP cost for Shrieking, Wailing and Possession (-1 AP) and would deliver 50% more damage (and thus gain 50% more XP) when Shrieking and Wailing. Furthermore, it is suggested that spirits in a cursed area would be YY% more resistant to [[Exorcism]].&lt;br /&gt;
&lt;br /&gt;
Cursed locations would be detected by anyone with [[Sixth Sense]]. For those people the location description would include text along the lines of:&lt;br /&gt;
&lt;br /&gt;
:''This place makes the hair on the back of your neck stand up.''&lt;br /&gt;
:''You feel an otherworldy chill in this area.'' &lt;br /&gt;
:''You sense an inimical presence nearby.''&lt;br /&gt;
&lt;br /&gt;
Temporarily cursed areas may be cleansed by any Shaman who performs an [[Exorcism]] once the area is free of spirits. Successfully exorcising the spirits grants XP as normal and cleansing the area would grant a further 5 XP. It is suggested that permanently cursed locations (e.g. battlefields, ruins) also be created.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 14:46, 18 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Not a bad idea but I would suggest giving outsiders a skill to negate curses as outsiders already have a hard time with ghosts as it is.--[[User:Etherdrifter|Etherdrifter]] 19:14, 27 October 2007 (UTC)&lt;br /&gt;
:Possibly a scientist-based skill called &amp;quot;Skepticism&amp;quot;?--[[User:Black Joe|Black Joe]] 00:15, 28 October 2007 (UTC)&lt;br /&gt;
::Joking aside, yes, I agree that there is a need for an additional Scientist skill of some sort.--[[User:Skull Face|Skull Face]] 12:34, 9 November 2007 (UTC)&lt;br /&gt;
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I should check the wiki more often :D Anyways, I like this suggestion a lot, especially the blood sacrifice ritual. Really adds flavour that one. I've nothing to add to it though as I think you guys have covered it really. Actually, maybe the curse is embedded within a item (Voodoo Fetish, Gris Gris Bag...) and then placed at a location that is to be cursed. Scientists then get a skill enabling them to recognize these cursed items and destroy them. Cal the skill &amp;quot;Understanding The Black Arts&amp;quot; or such. Hmmmmmm... this could be extended further by enabling Shamans to give cursed items to players, cursing them. Scientists, once again can cure this by destroying the item and thus, lifting the curse. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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===Black Powder Proficiency===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=Pirate|&lt;br /&gt;
suggest_description=This suggestion is for a new skill, Black Powder Proficiency, that would be available only to pirates. The skill would cover both the preparation and firing of black powder weapons using [[Suggestions:Items#Flintlock|Flintlock]], [[Suggestions:Items#Blunderbuss|Blunderbuss]]. [[Suggestions:Items#Powder_Flask|Powder Flask]] and [[Suggestions:Items#Lead_Ball|Lead Ball]] items. This skill would confer a +25% hit chance for black powder weapons only and would also reduce the by 1 the APs required to prime such weapons with a charge of powder.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:23, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Dowsing/Treasure Hunting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill and items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Since we have digging, I am aware that there are buried treasures over much of the island.  Dowsing would be available to natives - they would need two sticks in their inventory to be able to dowse a square.  Treasure Hunting would be available to outsiders - they would need some sort of equipment - suggestions please.  Basic dowsing/treasure hunting (for 2AP) would give a 20% chance of showing if anything was buried in that square, but not the depth - Advanced (2AP) would give 40% but no depth - Expert would give 60% and depth.  No skill would show what items were, just that there were things buried.|&lt;br /&gt;
suggest_time=[Spookey] 18:12, 10 November, 2007 (GMT)|&lt;br /&gt;
suggest_author=[Spookey]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Not a bad idea, though an alteration you might consider is to have dowsing cover the surrounding squares and tell you the direction if it picks up anything. --[[User:Zeek|Zeek]] 18:20, 10 November 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bounty Placing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=&lt;br /&gt;
There is a bounty placing skill in jailriot so I said to myself &amp;quot;Self, you should suggest this for shartak.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This skill would allow players to place bounties on players in their enemy contact list. The reward for killing the hunted player would be a small award like twenty experience or less or a small amount of gold coins like four and any player with this skill could collect it. If someone without the skill kills the target then the bounty still goes away but nobody gets the award. I thought about any amount of gold but that would basically be a mailing system for zergers. Each character can only set one bounty out at a time and it never expires until the target dies. The bounty would appear next to the targets name whenever any player would be able to identify them. Bounties can stack and everyone will be able to see who placed which bounty if they go to the target's character page. It would require a payment of twice the reward to place the bounty. I haven't thought of a reason why anyone's place of origin would have any affect on this skill but if someone has an idea then by all means.|&lt;br /&gt;
suggest_time=[[User:Edwardel|Edwardel]] 19:50, 24 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Edwardel|Edwardel]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment 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;
===Weapon Upkeep===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Weapon upkeep, put simply, means that whoever takes the skill knows how to look after the weapons they carry and get the best out of them. It would be part of the Combat Skill tree, on the same level as Balanced Combat, and would halve the chance of your machete/cutlass/dagger/knife breaking whilst you're attacking with it. Heavy swords take a bit more work to look after them, so a further skill branched out from this one (Advanced Weapon Upkeep or something) would halve the chance of the Heavy Sword breaking.|&lt;br /&gt;
suggest_time=15:32, 28 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Broderick|Broderick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I frankly don't think that weapons break often enough. It's already .1% chance. If it were a .05% chance, that would be insane in the longevity of weapons. Besides, weapons are both cheap and small, so it's not hard to just keep a small cache. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:17, 28 November 2007 (UTC)&lt;br /&gt;
:I believe they break quite often even with the .1% chance. My pirate is level 4 and had already broken 4-5 cutlasses and a machete. (No, not bluntened) --[[User:Baliame|Baliame]] 15:47, 26 December 2007 (UTC)&lt;br /&gt;
::Cutlasses are notorious for breaking frequently. But really, considering most weapons are about 1 GC each, and only take up 1/100 of your inventory (okay, 70 for some, but who doesn't have a backpack nowadays?), and everyone carries multiples anyway. Plus, it's still .1%. Which is tiny. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 15:25, 27 December 2007 (UTC)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Tom_Failur&amp;diff=16678</id>
		<title>User talk:Tom Failur</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Tom_Failur&amp;diff=16678"/>
		<updated>2007-12-17T21:21:08Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there anybody out there?&lt;br /&gt;
&lt;br /&gt;
Perhaps you mean, &amp;quot;Is there anybody in here?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=16613</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=16613"/>
		<updated>2007-12-07T19:47:34Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Blunderbuss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
***Any mechanism that gets shrunken outsider heads added to my inventory will get my vote. --[[User:Skull Face|Skull Face]] 10:37, 16 October 2007 (UTC)&lt;br /&gt;
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=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&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;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
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The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
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The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
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Anyway, just one more note:&lt;br /&gt;
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&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
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I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
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:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
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It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
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===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
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'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
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'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
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suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
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I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
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===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
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I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
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=== Fire ===&lt;br /&gt;
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How about fire for torches? Fire could also: &lt;br /&gt;
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1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
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2. be used as campfires for villages and the wreck, &lt;br /&gt;
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3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
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4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
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5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
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I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
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&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels (&amp;quot;slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a &amp;quot;hut repair&amp;quot; skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)&lt;br /&gt;
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=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
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A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Tent===&lt;br /&gt;
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Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)&lt;br /&gt;
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===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
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suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
*** Actually, many people almost never use the &amp;quot;contact roaming shaman&amp;quot; option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)&lt;br /&gt;
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===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
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suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
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===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
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The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
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===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
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===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
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What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
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===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)&lt;br /&gt;
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===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
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===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)&lt;br /&gt;
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===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
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If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)&lt;br /&gt;
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===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)&lt;br /&gt;
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===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
: 1: &amp;quot;no, I didn't use earth elementals- I used ''titanium'' elementals&amp;quot;&lt;br /&gt;
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)&lt;br /&gt;
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)&lt;br /&gt;
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===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
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Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
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''Edit''&lt;br /&gt;
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Ousiders without &amp;quot;Native knowledge&amp;quot; would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
*Perhaps put in place a different skill for pirates to use it?  It would probably need to be a subskill of Native Knowledge.  Not too sure of a name for it though.  Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)&lt;br /&gt;
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**Small exps are aaaalways good. - Rincewind.&lt;br /&gt;
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*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)&lt;br /&gt;
****Sorry about the mix up there with the time ordering.  Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,.  The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town.  2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
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=== Oysters ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.&lt;br /&gt;
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Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...&lt;br /&gt;
:''You open the oyster and consume the contents, gaining 1 HP.''&lt;br /&gt;
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...&lt;br /&gt;
:''You open the oyster but the contents are inedible.''&lt;br /&gt;
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl!''&lt;br /&gt;
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Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''&lt;br /&gt;
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suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)&lt;br /&gt;
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)&lt;br /&gt;
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=== Pearls ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.&lt;br /&gt;
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suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Compass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So... how exactly does this work? The compass is used to detect the direction of north. Last I checked, Shartak mountain was not right smack on the north pole. --[[User:AlexanderRM|AlexanderRM]] 23:51, 15 October 2007 (UTC)&lt;br /&gt;
:I suggest you learn a wee bit about the use of a compass and compass bearings ;) --[[User:Skull Face|Skull Face]] 10:18, 16 October 2007 (UTC)&lt;br /&gt;
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===Theodolite===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.&lt;br /&gt;
&lt;br /&gt;
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.&lt;br /&gt;
&lt;br /&gt;
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.&lt;br /&gt;
&lt;br /&gt;
As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a &amp;quot;lost island&amp;quot; rather than just &amp;quot;Hispaniola under a different name&amp;quot;. So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)&lt;br /&gt;
:If you had been following the discussions you'd know that Simon has asked for suggestions on how to rework the GPS into something that fits the Imperial time period - an island cannot be lost if it still receives satellite telemetry. I consider GPS to be a freebie that is overpowered and in need of adjustment both to suit the period feel and to balance it somewhat. The biggest argument against changing GPS in this fashion is that it would break the existing Greasemonkey scripts (although the Ubermap ''really'' kills the lost island feel). OTOH your arguments seem illogical. If, as you suggest, the existing GPS isn't useful then perhaps you shouldn't be voting against a change, hmmm?&lt;br /&gt;
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===fire and science===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new items, and the skills to support them|&lt;br /&gt;
suggest_scope=everyone, but mainly scientists|&lt;br /&gt;
suggest_description='''new items''':&lt;br /&gt;
*'''charcoal''' (found in abandoned huts @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''saltpeter''' (found in swamp squares @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''sulfur''' (found in mountain caves @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):&lt;br /&gt;
**can be used to attack groups of players by way of area-of-effect damage.&lt;br /&gt;
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.&lt;br /&gt;
&lt;br /&gt;
'''new skills''':&lt;br /&gt;
*'''basic chemistry''' (scientists):&lt;br /&gt;
**allows a character possessing the proper ingredients to produce 'black powder'.&lt;br /&gt;
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):&lt;br /&gt;
**reduces risk to user to 10% chance of 2dmg &amp;amp; alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).&lt;br /&gt;
*'''advanced munitions''' (pirates):&lt;br /&gt;
**reduces risk to user to 5% chance of 2dmg &amp;amp; alters aoe to include 15 characters &amp;amp; to exclude members of the user's clan.&lt;br /&gt;
&lt;br /&gt;
'''notes''':&lt;br /&gt;
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.&lt;br /&gt;
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.&lt;br /&gt;
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.&lt;br /&gt;
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|&lt;br /&gt;
suggest_time=22:40, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)&lt;br /&gt;
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===Flintlock===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the flintlock pistol, a black powder weapon from the pirate era, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island. &lt;br /&gt;
&lt;br /&gt;
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 4 HP damage on a successful attack. The flintlock would be a 1 shot weapon requiring 2 APs to prime with a powder charge (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 1 AP to load with 1 lead balls and 1 AP to fire. When loaded and carried through a water square each flintlock would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless flintlock''. Such a weapon would have to cleaned using 2 APs (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the flintlock could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 4 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.&lt;br /&gt;
:It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)&lt;br /&gt;
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===Blunderbuss===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the blunderbuss, a black powder weapon from the pirate era, found only at unspecified locations c.f. heavy swords. &lt;br /&gt;
&lt;br /&gt;
The blunderbuss would take up 3 inventory slots. Base hit chance for all classes would be 30% (55% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 8 HP damage on a successful attack. The blunderbuss would be a 1 shot weapon requiring 3 AP to prime with a powder charge (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 3 AP to load with 3 lead balls and 1 AP to fire. When loaded and carried through a water square each blunderbuss would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless blunderbuss''. Such a weapon would have to cleaned using 3 APs (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the blunderbuss could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 8 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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So this thing takes 5 AP to fire once and it's shots have a 55% chance to hit for a loss 8 HP? Outside of trading this is completely useless. It doesn't come close to a maxed out machete. The amount of inventory it takes up is ridiculous. If all of the shots got off on a person with 65 HP, that would require 25 lead balls. God forbid anyone tries to bring down a fully healed pirate. Can you explain where they could be located and how much one sells for at a traders since trading with an NPC is the only thing this is useful for? A strong NO because I don't want another incentive for trading. This would likely subtract from the weak FAK and herb flow to the wreck and weaken pirates as a whole. [[User:Edwardel|Edwardel]] 01:29, 25 November 2007 (UTC)&lt;br /&gt;
:See comments on the flintlock above as you really seem to have missed the point. Nothing on Shartak, not even a heavy sword, is as good as a maxed out machete. The blunderbuss is a less serious proposition than the flintlock, more for flavour than anything else, and could be adjusted to allow a small %age hit chance for 2 HP damage vs each person in the same square as the target, mimicking a scattershot blast into a crowd.--[[User:Skull Face|Skull Face]] 12:52, 6 December 2007 (UTC)&lt;br /&gt;
::The usefulness of this sort of item isn't in a straight AP-&amp;gt;damage conversion, but in future performance.  With the above stats, a player can spend 5 AP to load one of these, to eventually spend 1 AP and inflict 4HP damage (on average, and with 5% backfire possibility), or, in other words, spend 165 AP (minus trading/searching AP) to load 33 of these (max carryable amount), so that at some point in the future (perhaps in a real time battle?) they can deliver 132 HP damage in 33 AP. At most a machete can do 165 damage in 33 AP but on average you'll get 51, much less than the Blunderbuss. --[[User:Frisco|Frisco]] 02:14, 7 December 2007 (UTC)&lt;br /&gt;
:::Did you note the part where I stated that the blunderbuss would have the same rarity as a heavy sword? If you are aware of anyone with 33 heavy swords please say so and we can continue having a serious conversation about the Shartak arms race. And yes you should be including trading / searching AP as that gives the true relative value of a weapon. Time spent searching for ammo (or heavy sword) vastly reduces the effectiveness of a weapon. Apply your logic and maths to the rifle and see what figures you come up with ;) --[[User:Skull Face|Skull Face]] 11:53, 7 December 2007 (UTC)&lt;br /&gt;
::::Why shouldn't it be as widely available as a cutlass? With load time, you get .66 damage per AP (w/o search time), much less than machete or rifle.  Or in other words, in the time a player has fully loaded 33 of these, one enemy has killed him thrice with a machete.  Again, i see the real benefit of this weapon is its future potential damage per AP, which can add to rp.  Am i missing some other benefit?  With regards to searching, you haven't stated these stats on your new items, so if you want to see those included, please do the math yourself. I see it as a moot point because including search time will decrease overall AP-damage ratio, which will increase the importance of the potential AP-damage ratio and heighten the niche value of this weapon as a benefit to rp. --[[User:Frisco|Frisco]] 18:51, 7 December 2007 (UTC)&lt;br /&gt;
:::::Yeah, the way it is now...it's pretty much completely useless. If it's that rare, it needs be have an equivalent power. And even if it's not rare and instead very common, it still needs to be more effective than a machete, to counterbalance the AP spent finding it. If this was implemented as it stands now, I would expect a total of three people to use it with any regularity. Oh, another thing. If you have multiple parts to one suggestion, put 'em in one section, okay? No need to have two surplus sections that are completely useless. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:47, 7 December 2007 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===Powder Flask===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flask of black powder, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A powder flask would take up 2 inventory slots. A powder flask would be used to prime a black powder weapon. After each use has a powder flask would have a 20% chance of running out (guaranteeing at least one use). When carried through a water square each powder flask would have a 20% chance of being soaked and rendered useless. Useless or empty flasks would show as 'Empty Flask' in the inventory.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
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}}&lt;br /&gt;
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===Lead Ball===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a lead ammo ball for black powder weapons, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A lead ball would take up 1 inventory slot per ball. A lead ball would be used to load a black powder weapon.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&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>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Guide_to_Clans&amp;diff=16604</id>
		<title>Talk:Guide to Clans</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Guide_to_Clans&amp;diff=16604"/>
		<updated>2007-12-06T23:59:38Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you think we've left out a clan you believe to be important, or would like to provide other feedback, leave a message here and we'll get back to you as soon as possible.&lt;br /&gt;
&lt;br /&gt;
*Have you considered including some of the lesser clans with perhaps a one-sentence description? --[[User:Oktavius|Oktavius]] 18:35, 3 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No, we haven't. Would you like us to? -[[User:Mark D. Stroyer|Mark D. Stroyer]] 21:33, 3 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think you should. There are some clans that are not very active or vocal but have quite a few members. And then there are small clans that have an impact in metagaming. Some examples: Kraken Hunters, Pastafarian Buccaneers, Durham Citizen, The Necromancers Guild, The Mad Scientists, The French. --[[User:Oktavius|Oktavius]] 00:31, 4 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Doubled. Parrotologists' Society, Healers of Shartak, Knights of the IRC Channel, Creedy Republic, Raktamites... --[[User:Lama|Lama]] 01:07, 4 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well you did miss us hard working Necromancers of wiksik, we are currently one of the major clans operating in the town!--[[User:Etherdrifter|Etherdrifter]] 02:10, 5 December 2007 (UTC)&lt;br /&gt;
:That one I knew about. The Necromancers were first on my list to add.  They're the only ones I know enough about to add, in fact.--[[User:Black Joe|Black Joe]] 15:04, 5 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
It's good to name most clans, it makes little to complain about. Especially the groups with wiki pages. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
:I've put out a request for clans to give us a short description of what they do. No one has responded yet, and I don't really know enough about the rest of the clans to write something on my own.--[[User:Black Joe|Black Joe]] 15:03, 5 December 2007 (UTC)&lt;br /&gt;
::Sounds reasonable. --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 6 December 2007 (UTC)&lt;br /&gt;
:::It occurs to me that my phrasing thus far suggests I did all the work.  This couldn't be further from the truth.  Javier Sortani, Broderick, Mark D. Stroyer, and Rob Zombie all made sizeable contributions to this effort. Bauer also helped us get the facts straight. I'm sure I've missed someone.--[[User:Black Joe|Black Joe]] 06:11, 6 December 2007 (UTC)&lt;br /&gt;
::::...Although James did the largest section on his own. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 23:59, 6 December 2007 (UTC)&lt;br /&gt;
 &lt;br /&gt;
== Clan descriptions ==&lt;br /&gt;
&lt;br /&gt;
I wouldn't dare modify your nice guide myself, so I am putting some descriptions here. Feel free to change them as you deem appropriate. I hope this will be an incentive for others to add some more clans. --[[User:Oktavius|Oktavius]] 00:42, 6 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Kraken Hunters]] - A group of devoted hunters, both natives and outsiders, who are after giant squids. The members share information and cooperate to take down these powerful animals.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=241 Durham Citizen] - Members of this clan carry the rights and responsibilities of a citizen of [[Durham]] as defined by the [[Durham government]]. These include the protection of and the responsibility to uphold the law and the right to vote.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=109 Mad Scientists] - The Mad Scientists are inquisitive minds that aim to study the animals, plants and items found on the island and generally figure out how things work. Dedicated to a life of research for the sake of improving mankind, their motto is: &amp;quot;For Science!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=249 The French] - This clan is open to all who fight against the batard couchon Anglais. Mais oui! And for those who love the wine and the women, mais oui! Huh, huh, oh mon Dieu, mais oui.&lt;br /&gt;
&lt;br /&gt;
[[Knights of the IRC Channel]] - A clan made to promote the use of the Shartak IRC channel. Visit the IRC for chatting, trout slap fests and a lot of fun.&lt;br /&gt;
&lt;br /&gt;
[[Independent Republic of Fort Creedy]] - An independent, democratically-ruled nation based on the grounds of Fort Creedy, NW of Durham.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=210 Shartak Deforestation Movement] - Taking a radical approach to the dangers of the jungle, this clan aims to make Shartak safe but turning the island into a desert. Creating a suitable habitat for the Shartak Island Desert Tortoise is a bonus.&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=16574</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=16574"/>
		<updated>2007-12-04T19:45:06Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: First of all, it isn't used any more. Second, it isn't THERE.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main Page Announcements|&lt;br /&gt;
&amp;lt;!-- Intro --&amp;gt;           &lt;br /&gt;
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mainpage_intro=This is an information hub for '''[http://www.shartak.com/ Shartak]''', a browser-based massively-multiplayer online role-playing game (MMORPG).&lt;br /&gt;
New players should read the '''[[Gameplay]]''' guide and perhaps the '''[[Tips and tricks]]''' and '''[[Requests for information]]''' pages.&lt;br /&gt;
       &lt;br /&gt;
The island of Shartak has been inhabited for several hundred years by native tribes from the villages of '''[[Dalpok]]''', '''[[Raktam]]''' and '''[[Wiksik]]'''. In recent months, strangers to the island have appeared wearing strange clothes and carrying loud sticks. These outsiders have formed camps known as '''[[Derby]]''', '''[[Durham]]''' and '''[[York]]''' and have been joined by pirates whose '''[[shipwreck]]''' lies on the island's north shore.  &lt;br /&gt;
       &lt;br /&gt;
The strangers once stayed on the coast, away from the jungle, but some are traveling inland in search of knowledge and plunder. It won't be long before they stumble across the villages and learn of the treasures of the tribal ancestors.|&lt;br /&gt;
       &lt;br /&gt;
&amp;lt;!-- Alert --&amp;gt;   &lt;br /&gt;
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mainpage_alert=''No messages.''|&lt;br /&gt;
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&amp;lt;!-- Wiki activities --&amp;gt;         &lt;br /&gt;
       &lt;br /&gt;
mainpage_activities='''Current wiki activities'''        &lt;br /&gt;
* [[The Shartak Wiki:Policies and guidelines|Policies and guidelines]] for the wiki are being [[The Shartak Wiki talk:Policies and guidelines|proposed and discussed]].&lt;br /&gt;
* The [[Identify Friend or Foe]] initiative has been launched.   &lt;br /&gt;
* [[Special weapon event odds]] are being researched.          &lt;br /&gt;
* [[Shaman|NPC shamans]] are being tracked.   &lt;br /&gt;
* [[Search odds condensed|Search odds]] are being researched and [[Search odds condensed (results)|summarized]].                     &lt;br /&gt;
* [[Trading hut stock reports|Trader stocks]] are being reported.        &lt;br /&gt;
* [[Talk:Character classes|Class-specific skills]] are being charted. &lt;br /&gt;
* Important locations are being logged in the [[Parchment Pages]]. &lt;br /&gt;
* Get an overview of towns with the Derby Evening Press's [[Guide to Towns]].&lt;br /&gt;
* Read up on in-game news and gossip in [[The Yorkman]] and the [[Derby Evening Press]].&lt;br /&gt;
&lt;br /&gt;
'''Current projects'''&lt;br /&gt;
* [http://www.blackant.net/other/shartak/ Shartak MetaMap]: Creates a map of the island from user input.         &lt;br /&gt;
* [http://www.itechsc.com/misc/shartak/ubermap/ Shartak UBER MAP project]: Creates a detailed map from user input.       &lt;br /&gt;
* [http://www.philosoph.us/misc/shartak/underworld Shartak Underworld]: Permanently logs kills and deaths.       &lt;br /&gt;
}}&lt;br /&gt;
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mainpage_navi1a=Basics|  &lt;br /&gt;
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mainpage_navi5a=Clans|&lt;br /&gt;
mainpage_navi5b=&lt;br /&gt;
* [[:Category:Clans|Clan pages]]&lt;br /&gt;
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** [[:Category:Clans for everyone|Clans for everyone]]&lt;br /&gt;
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mainpage_navi6a=Wiki information|&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Jeebus&amp;diff=16572</id>
		<title>User talk:Jeebus</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Jeebus&amp;diff=16572"/>
		<updated>2007-12-04T18:36:36Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to be removed from the KOS list, make your case in the courtroom at [http://z3.invisionfree.com/Derby/index.php? the Derby forums]. That's the only way you're getting off it. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:36, 4 December 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers_-_Wanted_Outsiders_Page&amp;diff=16571</id>
		<title>1st Derby Privateers - Wanted Outsiders Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers_-_Wanted_Outsiders_Page&amp;diff=16571"/>
		<updated>2007-12-04T18:34:18Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: Revert. He's still on the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Wanted Outsiders''' ==&lt;br /&gt;
This list contains the names of outsiders that have attacked and/or killed other outsiders for no justifiable reason. The [[:1st Derby Privateers]] hunt and kill all PKers within Greater Derby and do their best in keeping Derby safe. If your on this list and want to have your name removed, please contact us via our forum [http://z3.invisionfree.com/Derby/index.php]. &lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
'''''Derbymen'''''&lt;br /&gt;
* '''''{{profile|2563|Arthur Lines}}'''''&lt;br /&gt;
* '''''{{profile|1378|Baron of Montmartre}}'''''&lt;br /&gt;
* '''''{{profile|12096|bed}}'''''&lt;br /&gt;
* '''''{{profile|3874|Briddy}}'''''&lt;br /&gt;
* '''''{{profile|12456|Dickhead PKer}}'''''&lt;br /&gt;
* '''''{{profile|1259|Jessalyn}}'''''&lt;br /&gt;
* '''''{{profile|5322|lippsyl}}'''''&lt;br /&gt;
* '''''{{profile|1296|Lord Jones}}'''''&lt;br /&gt;
* '''''{{profile|10192|orthograph}}'''''&lt;br /&gt;
* '''''{{profile|9787|Randall Flagg}}'''''&lt;br /&gt;
* '''''{{profile|11431|RustyGuns}}'''''&lt;br /&gt;
* '''''{{profile|11734|ThatFatGuy}}'''''&lt;br /&gt;
* '''''{{profile|451|The Law}}'''''&lt;br /&gt;
* '''''{{profile|8425|Val Kilmer}}'''''&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
'''''Other Outsiders'''''&lt;br /&gt;
* '''''{{profile|750|Halfway there}}'''''&lt;br /&gt;
* '''''{{profile|7804|K19}}'''''&lt;br /&gt;
* '''''{{profile|9107|krindo}}'''''&lt;br /&gt;
* '''''{{profile|1777|mexkrax}}'''''&lt;br /&gt;
* '''''{{profile|8548|Sam Ballamy}}'''''&lt;br /&gt;
* '''''{{profile|4587|Serph}}'''''&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
'''''Pirates'''''&lt;br /&gt;
* '''''{{profile|1608|Anne Bonney}}'''''&lt;br /&gt;
* '''''{{profile|6546|berzins}}'''''&lt;br /&gt;
* '''''{{profile|2910|Black Breath}}'''''&lt;br /&gt;
* '''''{{profile|8269|Boogledick}}'''''&lt;br /&gt;
* '''''{{profile|1551|Diamond Dog}}'''''&lt;br /&gt;
* '''''{{profile|2073|Dian Cecht}}'''''&lt;br /&gt;
* '''''{{profile|2599|JoeRocket}}'''''&lt;br /&gt;
* '''''{{profile|5796|Olaus Petrus}}'''''&lt;br /&gt;
* '''''{{profile|1660|Sam Bellamy}}'''''&lt;br /&gt;
* '''''{{profile|2320|Scurvy Dog Yates}}'''''&lt;br /&gt;
* '''''{{profile|1327|Tom Failur}}'''''&lt;br /&gt;
* '''''{{profile|1903|tordeck}}'''''&lt;br /&gt;
* '''''{{profile|6342|Will Sparrow}}'''''&lt;br /&gt;
* '''''{{profile|3322|Zydd Soral}}'''''&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
'''Note:''' We at the [[:1st Derby Privateers]] would appreciate any info about these individuals, as in where they were last seen and/or where they like to camp. We would also appreciate any information about new attacks, whether your character was killed or not, we would like the info.&lt;br /&gt;
&lt;br /&gt;
== '''Aggressive Outsider Clans''' ==&lt;br /&gt;
The following clans/movements/affiliations are known for their aggression towards other outsiders and should be treated with equal force. Again, this is NOT a complete list of all clans/movements/affiliations that are ranged against their fellow outsiders. &lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
* '''''[[:The Derby Protectors]]''''' (They wish to cleanse Derby of Pirates and Natives.)&lt;br /&gt;
* '''''[[:The Pirate Hunters]]''''' (They kill Pirates. Simple.)&lt;br /&gt;
* '''''[[:Scavengers]]''''' (They kill anything.)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Guide_to_Clans&amp;diff=16559</id>
		<title>Talk:Guide to Clans</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Guide_to_Clans&amp;diff=16559"/>
		<updated>2007-12-03T21:33:13Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you think we've left out a clan you believe to be important, or would like to provide other feedback, leave a message here and we'll get back to you as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Have you considered including some of the lesser clans with perhaps a one-sentence description? --[[User:Oktavius|Oktavius]] 18:35, 3 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
No, we haven't. Would you like us to? -[[User:Mark D. Stroyer|Mark D. Stroyer]] 21:33, 3 December 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=16556</id>
		<title>Guide to Clans</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=16556"/>
		<updated>2007-12-03T17:44:57Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Durham */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press's Guide to Clans==&lt;br /&gt;
 &lt;br /&gt;
So you've been on the island, and you'd like some purpose for your existence.  Clans are an excellent way to do that, forming the primary source of power in Shartak politics.  Below are listed a brief summary of the more significant Shartak clans. Clans will be sorted by category.&lt;br /&gt;
 &lt;br /&gt;
==Town-Based==&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
 &lt;br /&gt;
====Derby====&lt;br /&gt;
 &lt;br /&gt;
[[Eastern Federation]]: Formed as a symbol of the increasingly close alliance between the [[1st Derby Privateers]] and the [[Derby Hospitallers]], the Eastern Federation has grown to be one of the largest and most active groups on Shartak. The Federation has earned a reputation for moderation backed by military prowess, earning respect from groups as diverse as the [[York Coalition]] and [[the WickSick Headhunters]]. The Federation has added three new clans to its roster since its inception: the [[Derby Rangers]], [[The Octavius Popebury Memorial Expedition of 1886]], and the [[Greenwolves]].&lt;br /&gt;
 &lt;br /&gt;
[[Derby Hospitallers]] - The Derby Hospitallers were the first Derby-based clan to arise and were the first sign of the Derbian Renaissance. The Hospitallers, described as an &amp;quot;even-handed, democratic group,&amp;quot; initially intended to serve all functions for the town of Derby, operating a hospital, a police force, and a militia. As time went on, other clans quickly arose to perform some of the duties, and the Hospitallers became more specialized. They are now generally accepted as Derby's social workers, operating the [[Derby Hospital]] and the [[Derby Academy]]. Nonetheless, the Hospitallers continue to assist in law enforcement, and have always responded when Derby or its allies are under attack.&lt;br /&gt;
 &lt;br /&gt;
[[1st Derby Privateers]] - the second clan to join in the Derbian Renaissance, shortly after the [[Derby Hospitallers]]. They took on the role of police force and acted as part of the militia on one the [[Derby Rangers]] operations, the Battle of Midway. With the [[Derby Hospitallers]], they founded the [[Eastern Federation]], and with the Federation, helped defend Derby during the Derby Derby Headhunt. Like most police groups, they have come under flak from those on 'Kill On Sight' lists, so offer those on 'Kill On Sight' lists to try and clear thier name in the Derbian courts.&lt;br /&gt;
 &lt;br /&gt;
[[Derby Rangers]] - The last of the core Eastern Federation groups to be formed, the Rangers act as the EF's paramilitary group. They focus on outside threats to Derby, as well as other towns, in contrast to the 1st Derby Privateers, which primarily deal with internal threats. They have taken part in several large operations, and have yet to be meet with anything other than success. Due to this and their lethality, they have become a respected force on the island.&lt;br /&gt;
 &lt;br /&gt;
[[The Derby Protectors]] - A small band of extremists in Derby, dedicated to opposing the Eastern Federation and its stand on friendly pirates and natives. Arthur Lines, its leader, was once a member of the violent activist clan, the Shartak Preservation Front, and as a result was killed by RobZombie. Ever since has been a menace, killing Eastern Federation members and non-outsiders unreservedly. They are not considered a long term threat, but a niggling irritance. The sanity of their members, in particular that of Lines, is regularly called into question.&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
 &lt;br /&gt;
[[Durham Pistoleers]] - The Pistoleers have frequently served as Durham's de facto government. Perhaps the least aggressive clan based in a single settlement, they are largely responsible for Durham's reputation of extreme tolerance, due to the Pistoleers' willingness to tolerate anyone's presence, providing that person did not create trouble within Durham. However, because of this, and their relative lack of coordination, the Pistoleers are not particularly known for their military skill. With the foundation of the [[Durham government]], and its stated desire to absorb the Pistoleers as a military/police force, their future is unknown. However, their contribution to Durhamite culture seems permanent.&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
 &lt;br /&gt;
[[Colonial Police]]: York´s first police force, the Colonial Police has had a string of leaders since its founding during the First Battle of York. It has played a prominent part in all defending York through all four invasions, and was widely respected until after the Third Battle of York, when the then leader Kjendlie reportedly went insane, accusing the Colonial Counter Terrorist Unit of plotting to take over York. This period saw the departure of some of the force´s oldest and most experienced officers. The arrival of 5punk on the scene, who took over the Colonial Police Headquarters, heralded the deterioration of the Colonial Police´s credibility, and has only recently begun a possible recovery with its fifth leader, Lexus.&lt;br /&gt;
&lt;br /&gt;
[[5punk]]: 5punk are like Marmite - you love 'em or you hate 'em. Formed from a forum outside the Shartak community, 5punk are renowned for their crude humour and unwillingness to be forced to do anything. Although once widely suspected of zerging, it is generally accepted that 5punk are able to attack locations in large numbers thanks to their large memberbase outside of Shartak. They now currently run the Waugh Arms, where they offer safe haven for most characters, as long as you haven´t attacked inside there previously.&lt;br /&gt;
&lt;br /&gt;
[[1st Colonial Militia]]: Formed by York radical Serious Sam, the clan seems to have inherited its founder's renowned extremism. Originally part of the York Alliance, the Colonial Militia broke away due to a difference in ideals, namely Serious Sam´s support of extremist Nathan Hale in Durham, though the groups remained on friendly terms. The Colonial Militia took an active role in defending York during the Fourth Battle of York and the Dork Cup, and upon the formation of the York Coalition they agreed to join it. However, differences once again left the Militia independent from the rest of the York groups. Since then, their main battle has been with 5punk and more recently the Colonial Police, and shots have been fired by all sides on numerous occasions. However, the Militia has been working alongside the York Coalition and the Colonial Police again since the promotion of a new Colonial Police leader, and are actively patrolling the area surrounding York.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=176 The York Coalition]: Formed mainly of Kjendlie-era ex-Colonial Police and ex-CCTU, the York Coalition boasts some of the most experienced fighters on the island; several members are listed among Shartak's top player killers. Since its inception preceding the Dork Cup, it has participated in and often led the defense of York, most notably spearheading the massacre that was the defense of York against the pirate &amp;quot;invasion&amp;quot; that followed the Dork Cup. For a York-centric group, it is remarkably diverse; it has at least one member from each outsider settlement, and even counts one pirate among its number.&lt;br /&gt;
&lt;br /&gt;
[[The Spartans]]: A respected clan in outsider politics, the Spartans volunteered to assist the defenders of York during a pirate invasion and assisting the York-Derby alliance in the [[Battle of Midway]]. As a result, the Spartans have earned the respect and friendship of several larger clans. They are perhaps the smallest clan (numerically) to ever garner significant attention, having been mentioned twice in the [[Derby Evening Press]].&lt;br /&gt;
&lt;br /&gt;
====The Shipwreck====&lt;br /&gt;
&lt;br /&gt;
[[The Brotherhood Of The Coast]]: An effort to unite various raid/trade organizations that lingered around the shipwreck, the Brotherhood was pulled together by a few well established pirates, notably; First Among Daves, Michael Edwards, Rozen and 00000F Beard. The Brotherhood conducted a few 'training raids' on native settlements, which escalated into arranged Real Time battles, one named 'Pirates Graveyard' and the other known as 'Archer's Pool' - though the real name is somewhat more interesting.&lt;br /&gt;
&lt;br /&gt;
===Native===&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
&lt;br /&gt;
[[The Royal Court of Greater Raktam]]: Claiming to be the blood heir to the throne, Blue Hummingbird created the Royal Court of Greater Raktam. It has since been recognised as a legitimate court by the Eastern Federation and, apart from the odd trouble-maker, has been welcomed as an extra element of metagaming in Raktam, an otherwise quiet and rather dull native settlement. The Court is setting up a tax system, and funding a police force to patrol the surrounding area, creating more job opportunities for young Raktamites and foreigners alike.&lt;br /&gt;
&lt;br /&gt;
====Dalpok====&lt;br /&gt;
&lt;br /&gt;
[[Dalpok Liberation Front]]: A group founded relatively recently, its sole goal is the defense of the village of Dalpok from hostile outsiders, particularly pirates. Many famous natives, including a number of WickSick Headhunters, are in this clan. It was formed by Cracker due to the large number of pirates constantly assaulting the native village. They also stress that they are not a police force, but defenders only, with both patrolmen and a shaman corps for eliminating hostile spirits.&lt;br /&gt;
&lt;br /&gt;
==Island-wide==&lt;br /&gt;
&lt;br /&gt;
[[Shartak Merchants' Association]]: The SMA was founded by the wealthy native trader Songa to replace the dying South Shartak Trading Company. Though small, with its membership numbers never exceeding the single digits, the SMA is extraordinarily wealthy, commanding more money than any other clan on Shartak. That being said, the SMA is less of a clan and more of a trade guild. Clan members operate with complete independence, their affiliation largely serving to mark them as peaceful traders. Additionally, the SMA is solely interested in the acquisition of wealth, and does not attempt to use the wealth of its membership for any sort of collective action.&lt;br /&gt;
&lt;br /&gt;
[[Open Arms]]: More of a belief system than a clan, Open Arms members are extremely peaceful. Members are expected to never attack without provocation, and many will not kill even in self-defense. Open Arms members believe in building a community spanning ethnic lines, drawing members from across Shartak. Members are expected to be kind and helpful to non-members, regardless of race or creed.&lt;br /&gt;
&lt;br /&gt;
[[Scavengers]]: Perhaps the most reviled clan on Shartak, Scavengers are outcasts in every center of civilization (except perhaps the shipwreck, which is too chaotic and violent to notice their presence). Scavengers kill wantonly, without any reason behind their actions. Membership in this clan will result in becoming an instant entry on defensive clans' &amp;quot;Kill on sight&amp;quot; lists.&lt;br /&gt;
&lt;br /&gt;
[[The WickSick Headhunters]]: Although not officially a clan, this group of primarily natives is perhaps the most renowned of all groups. They travel Shartak, attacking each outsider or pirate settlement. They have arranged several competitions, known as the Durham Headhunt Contest, the Derby Derby, and the Dork Cup. These attacks alone cost the outsiders around 500 lives, half of which were inflicted in the Dork Cup. Outsider towns have been known to put aside all differences and unite when a competition is announced. Recently they claimed the island between York and Derby as their own, but were thrown out after a combined attack of the Eastern Federation, the York Coalition, the Spartans, and the 1st Colonial Militia.&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Clan&amp;diff=16555</id>
		<title>Clan</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Clan&amp;diff=16555"/>
		<updated>2007-12-03T17:43:01Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For a list of official and unofficial clans with pages on this wiki, see [[:Category:Clans]].''&lt;br /&gt;
&lt;br /&gt;
A '''clan''' is a group of players allied together for common goals.&lt;br /&gt;
&lt;br /&gt;
The skill ''[[clan leadership]]'' was added to the game on May 23, 2006. ''Clan leadership'' allows a character to formally add a new name to the list of officially recognized clans. Once a clan has been recognized, a player can join that clan by editing their character profile and selecting the desired clan from the drop-down &amp;quot;Clan&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you would like to create a new clan, follow the instructions below. Questions you might have can be asked on the [[Requests for information|Requests for information]] page, such as how to create a clan wiki page.&lt;br /&gt;
&lt;br /&gt;
If you wish to inform other players about your clan, the best way is probably to create a wiki page for it and to post details on the ''[http://forum.shartak.com/index.php?board=7.0 Clan section]'' thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
Also, the [[Derby Evening Press]] has compiled a [[Guide to Clans|guide to the major clans]] of Shartak. &lt;br /&gt;
&lt;br /&gt;
===How to make a clan===&lt;br /&gt;
You will need to be level 5 to purchase the &amp;quot;Clan Leadership&amp;quot; skill. On the ingame clans page, go to the bottom and click &amp;quot;start a new clan.&amp;quot; You can fill out your clan description now, or add it later at any time. Restrictions do exactly what they say, restrict certain classes, home [[camp]]s or levels from joining. You can always edit the changes later to allow people to enter, or negate it completely by inviting people. You can invite people by going to the &amp;quot;view membership&amp;quot; option when viewing your clan and then following the instructions.&lt;br /&gt;
&lt;br /&gt;
Remember that you can only have one clan at a time. Disbanding your clan will allow you to create another.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press&amp;diff=16546</id>
		<title>Derby Evening Press</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press&amp;diff=16546"/>
		<updated>2007-12-03T04:42:10Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press==&lt;br /&gt;
 &lt;br /&gt;
As part of Derby's continuing attempts to civilize this savage land, the Derby Evening Press has been founded.  The goal of this publication is to focus on issues that matter to Derbians.  Guest submissions are welcomed. Contact us at [http://z3.invisionfree.com/Derby/index.php? the Derby Forums]. We hope you enjoy reading!&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
Most Recent:&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_12|Issue 12]]&lt;br /&gt;
 &lt;br /&gt;
Past issues:&lt;br /&gt;
  &lt;br /&gt;
[[Derby_Evening_Press/Issue_01|Issue 1]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_02|Issue 2]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_03|Issue 3]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_04|Issue 4]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_05|Issue 5]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_06|Issue 6]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_07|Issue 7]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_08|Issue 8]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_09|Issue 9]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_10|Issue 10]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_11|Issue 11]]&lt;br /&gt;
 &lt;br /&gt;
===Other===&lt;br /&gt;
In addition, the DEP News Team has the honor of wikifying and editing Michael Edward's novel, [[The Tower Of Death]].&lt;br /&gt;
 &lt;br /&gt;
The DEP News Team also has compiled a [[Guide to Towns]] to assist Shartakians looking for a home, and a [[Guide to Clans]] for those seeking membership with an organized body.&lt;br /&gt;
&lt;br /&gt;
==The News Team==&lt;br /&gt;
*[[User:Black Joe|James Barnes]] - Chief Editor/Reporter&lt;br /&gt;
*[[User:RobZombie|RobZombie]] - Reporter/Rum Expert&lt;br /&gt;
*[[User:Mark D. Stroyer|Mark D. Stroyer]] - Reporter/Asst. Editor&lt;br /&gt;
*[[User:Elegost|Elegost]] - Reporter/Photographer&lt;br /&gt;
*Javier Sortani - BabeWatch Columnist&lt;br /&gt;
*[[User:Wulla-mullung|Wulla-mullung]] - Ninja Copy Editor&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying| ]] [[Category:Newspaper]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Guide_to_Clans&amp;diff=16545</id>
		<title>Talk:Guide to Clans</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Guide_to_Clans&amp;diff=16545"/>
		<updated>2007-12-03T04:41:08Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you think we've left out a clan you believe to be important, or would like to provide other feedback, leave a message here and we'll get back to you as soon as possible.&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Guide_to_Clans&amp;diff=16544</id>
		<title>Talk:Guide to Clans</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Guide_to_Clans&amp;diff=16544"/>
		<updated>2007-12-03T04:40:51Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you believe we've left out a clan you believe important, or would like to provide other feedback, leave a message here and we'll get back to you as soon as possible.&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=16543</id>
		<title>Guide to Clans</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=16543"/>
		<updated>2007-12-03T04:38:37Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Derby */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press's Guide to Clans==&lt;br /&gt;
 &lt;br /&gt;
So you've been on the island, and you'd like some purpose for your existence.  Clans are an excellent way to do that, forming the primary source of power in Shartak politics.  Below are listed a brief summary of the more significant Shartak clans. Clans will be sorted by category.&lt;br /&gt;
 &lt;br /&gt;
==Town-Based==&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
 &lt;br /&gt;
====Derby====&lt;br /&gt;
 &lt;br /&gt;
[[Eastern Federation]]: Formed as a symbol of the increasingly close alliance between the [[1st Derby Privateers]] and the [[Derby Hospitallers]], the Eastern Federation has grown to be one of the largest and most active groups on Shartak. The Federation has earned a reputation for moderation backed by military prowess, earning respect from groups as diverse as the [[York Coalition]] and [[the WickSick Headhunters]]. The Federation has added three new clans to its roster since its inception: the [[Derby Rangers]], [[The Octavius Popebury Memorial Expedition of 1886]], and the [[Greenwolves]].&lt;br /&gt;
 &lt;br /&gt;
[[Derby Hospitallers]] - The Derby Hospitallers were the first Derby-based clan to arise and were the first sign of the Derbian Renaissance. The Hospitallers, described as an &amp;quot;even-handed, democratic group,&amp;quot; initially intended to serve all functions for the town of Derby, operating a hospital, a police force, and a militia. As time went on, other clans quickly arose to perform some of the duties, and the Hospitallers became more specialized. They are now generally accepted as Derby's social workers, operating the [[Derby Hospital]] and the [[Derby Academy]]. Nonetheless, the Hospitallers continue to assist in law enforcement, and have always responded when Derby or its allies are under attack.&lt;br /&gt;
 &lt;br /&gt;
[[1st Derby Privateers]] - the second clan to join in the Derbian Renaissance, shortly after the [[Derby Hospitallers]]. They took on the role of police force and acted as part of the militia on one the [[Derby Rangers]] operations, the Battle of Midway. With the [[Derby Hospitallers]], they founded the [[Eastern Federation]], and with the Federation, helped defend Derby during the Derby Derby Headhunt. Like most police groups, they have come under flak from those on 'Kill On Sight' lists, so offer those on 'Kill On Sight' lists to try and clear thier name in the Derbian courts.&lt;br /&gt;
 &lt;br /&gt;
[[Derby Rangers]] - The last of the core Eastern Federation groups to be formed, the Rangers act as the EF's paramilitary group. They focus on outside threats to Derby, as well as other towns, in contrast to the 1st Derby Privateers, which primarily deal with internal threats. They have taken part in several large operations, and have yet to be meet with anything other than success. Due to this and their lethality, they have become a respected force on the island.&lt;br /&gt;
 &lt;br /&gt;
[[The Derby Protectors]] - A small band of extremists in Derby, dedicated to opposing the Eastern Federation and its stand on friendly pirates and natives. Arthur Lines, its leader, was once a member of the violent activist clan, the Shartak Preservation Front, and as a result was killed by RobZombie. Ever since has been a menace, killing Eastern Federation members and non-outsiders unreservedly. They are not considered a long term threat, but a niggling irritance. The sanity of their members, in particular that of Lines, is regularly called into question.&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
 &lt;br /&gt;
[[Durham Pistoleers]] - The Pistoleers have frequently served as Durham's de facto government. Perhaps the least aggressive clan based in a single settlement, they are largely responsible for Durham's reputation of extreme tolerance, due to the Pistoleers' willingness to tolerate anyone's presence, providing that person did not create trouble within Durham. However, because of this, and their relative lack of coordination, the Pistoleers are not particularly known for their military skill. With the foundation of the [[Durham Government]], and its stated desire to absorb the Pistoleers as a military/police force, their future is unknown. However, their contribution to Durhamite culture seems permanent.&lt;br /&gt;
 &lt;br /&gt;
====York====&lt;br /&gt;
 &lt;br /&gt;
[[Colonial Police]]: York´s first police force, the Colonial Police has had a string of leaders since its founding during the First Battle of York. It has played a prominent part in all defending York through all four invasions, and was widely respected until after the Third Battle of York, when the then leader Kjendlie reportedly went insane, accusing the Colonial Counter Terrorist Unit of plotting to take over York. This period saw the departure of some of the force´s oldest and most experienced officers. The arrival of 5punk on the scene, who took over the Colonial Police Headquarters, heralded the deterioration of the Colonial Police´s credibility, and has only recently begun a possible recovery with its fifth leader, Lexus.&lt;br /&gt;
&lt;br /&gt;
[[5punk]]: 5punk are like Marmite - you love 'em or you hate 'em. Formed from a forum outside the Shartak community, 5punk are renowned for their crude humour and unwillingness to be forced to do anything. Although once widely suspected of zerging, it is generally accepted that 5punk are able to attack locations in large numbers thanks to their large memberbase outside of Shartak. They now currently run the Waugh Arms, where they offer safe haven for most characters, as long as you haven´t attacked inside there previously.&lt;br /&gt;
&lt;br /&gt;
[[1st Colonial Militia]]: Formed by York radical Serious Sam, the clan seems to have inherited its founder's renowned extremism. Originally part of the York Alliance, the Colonial Militia broke away due to a difference in ideals, namely Serious Sam´s support of extremist Nathan Hale in Durham, though the groups remained on friendly terms. The Colonial Militia took an active role in defending York during the Fourth Battle of York and the Dork Cup, and upon the formation of the York Coalition they agreed to join it. However, differences once again left the Militia independent from the rest of the York groups. Since then, their main battle has been with 5punk and more recently the Colonial Police, and shots have been fired by all sides on numerous occasions. However, the Militia has been working alongside the York Coalition and the Colonial Police again since the promotion of a new Colonial Police leader, and are actively patrolling the area surrounding York.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=176 The York Coalition]: Formed mainly of Kjendlie-era ex-Colonial Police and ex-CCTU, the York Coalition boasts some of the most experienced fighters on the island; several members are listed among Shartak's top player killers. Since its inception preceding the Dork Cup, it has participated in and often led the defense of York, most notably spearheading the massacre that was the defense of York against the pirate &amp;quot;invasion&amp;quot; that followed the Dork Cup. For a York-centric group, it is remarkably diverse; it has at least one member from each outsider settlement, and even counts one pirate among its number.&lt;br /&gt;
&lt;br /&gt;
[[The Spartans]]: A respected clan in outsider politics, the Spartans volunteered to assist the defenders of York during a pirate invasion and assisting the York-Derby alliance in the [[Battle of Midway]]. As a result, the Spartans have earned the respect and friendship of several larger clans. They are perhaps the smallest clan (numerically) to ever garner significant attention, having been mentioned twice in the [[Derby Evening Press]].&lt;br /&gt;
&lt;br /&gt;
====The Shipwreck====&lt;br /&gt;
&lt;br /&gt;
[[The Brotherhood Of The Coast]]: An effort to unite various raid/trade organizations that lingered around the shipwreck, the Brotherhood was pulled together by a few well established pirates, notably; First Among Daves, Michael Edwards, Rozen and 00000F Beard. The Brotherhood conducted a few 'training raids' on native settlements, which escalated into arranged Real Time battles, one named 'Pirates Graveyard' and the other known as 'Archer's Pool' - though the real name is somewhat more interesting.&lt;br /&gt;
&lt;br /&gt;
===Native===&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
&lt;br /&gt;
[[The Royal Court of Greater Raktam]]: Claiming to be the blood heir to the throne, Blue Hummingbird created the Royal Court of Greater Raktam. It has since been recognised as a legitimate court by the Eastern Federation and, apart from the odd trouble-maker, has been welcomed as an extra element of metagaming in Raktam, an otherwise quiet and rather dull native settlement. The Court is setting up a tax system, and funding a police force to patrol the surrounding area, creating more job opportunities for young Raktamites and foreigners alike.&lt;br /&gt;
&lt;br /&gt;
====Dalpok====&lt;br /&gt;
&lt;br /&gt;
[[Dalpok Liberation Front]]: A group founded relatively recently, its sole goal is the defense of the village of Dalpok from hostile outsiders, particularly pirates. Many famous natives, including a number of WickSick Headhunters, are in this clan. It was formed by Cracker due to the large number of pirates constantly assaulting the native village. They also stress that they are not a police force, but defenders only, with both patrolmen and a shaman corps for eliminating hostile spirits.&lt;br /&gt;
&lt;br /&gt;
==Island-wide==&lt;br /&gt;
&lt;br /&gt;
[[Shartak Merchants' Association]]: The SMA was founded by the wealthy native trader Songa to replace the dying South Shartak Trading Company. Though small, with its membership numbers never exceeding the single digits, the SMA is extraordinarily wealthy, commanding more money than any other clan on Shartak. That being said, the SMA is less of a clan and more of a trade guild. Clan members operate with complete independence, their affiliation largely serving to mark them as peaceful traders. Additionally, the SMA is solely interested in the acquisition of wealth, and does not attempt to use the wealth of its membership for any sort of collective action.&lt;br /&gt;
&lt;br /&gt;
[[Open Arms]]: More of a belief system than a clan, Open Arms members are extremely peaceful. Members are expected to never attack without provocation, and many will not kill even in self-defense. Open Arms members believe in building a community spanning ethnic lines, drawing members from across Shartak. Members are expected to be kind and helpful to non-members, regardless of race or creed.&lt;br /&gt;
&lt;br /&gt;
[[Scavengers]]: Perhaps the most reviled clan on Shartak, Scavengers are outcasts in every center of civilization (except perhaps the shipwreck, which is too chaotic and violent to notice their presence). Scavengers kill wantonly, without any reason behind their actions. Membership in this clan will result in becoming an instant entry on defensive clans' &amp;quot;Kill on sight&amp;quot; lists.&lt;br /&gt;
&lt;br /&gt;
[[The WickSick Headhunters]]: Although not officially a clan, this group of primarily natives is perhaps the most renowned of all groups. They travel Shartak, attacking each outsider or pirate settlement. They have arranged several competitions, known as the Durham Headhunt Contest, the Derby Derby, and the Dork Cup. These attacks alone cost the outsiders around 500 lives, half of which were inflicted in the Dork Cup. Outsider towns have been known to put aside all differences and unite when a competition is announced. Recently they claimed the island between York and Derby as their own, but were thrown out after a combined attack of the Eastern Federation, the York Coalition, the Spartans, and the 1st Colonial Militia.&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=16542</id>
		<title>Guide to Clans</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=16542"/>
		<updated>2007-12-03T04:37:08Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press's Guide to Clans==&lt;br /&gt;
 &lt;br /&gt;
So you've been on the island, and you'd like some purpose for your existence.  Clans are an excellent way to do that, forming the primary source of power in Shartak politics.  Below are listed a brief summary of the more significant Shartak clans. Clans will be sorted by category.&lt;br /&gt;
 &lt;br /&gt;
==Town-Based==&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
 &lt;br /&gt;
====Derby====&lt;br /&gt;
 &lt;br /&gt;
[[Eastern Federation]]: Formed as a symbol of the increasingly close alliance between the [[1st Derby Privateers]] and the [[Derby Hospitallers]], the Eastern Federation has grown to be one of the largest and most active groups on Shartak. The Federation has earned a reputation for moderation backed by military prowess, earning respect from groups as diverse as the [[York Coalition]] and [[the WickSick Headhunters]]. The Federation has added three new clans to its roster since its inception: the [[Derby Rangers]], [[The Octavius Popesbury Memorial Expedition of 1886]], and the [[Greenwolves]].&lt;br /&gt;
 &lt;br /&gt;
[[Derby Hospitallers]] - The Derby Hospitallers were the first Derby-based clan to arise and were the first sign of the Derbian Renaissance. The Hospitallers, described as an &amp;quot;even-handed, democratic group,&amp;quot; initially intended to serve all functions for the town of Derby, operating a hospital, a police force, and a militia. As time went on, other clans quickly arose to perform some of the duties, and the Hospitallers became more specialized. They are now generally accepted as Derby's social workers, operating the [[Derby Hospital]] and the [[Derby Academy]]. Nonetheless, the Hospitallers continue to assist in law enforcement, and have always responded when Derby or its allies are under attack.&lt;br /&gt;
 &lt;br /&gt;
[[1st Derby Privateers]] - the second clan to join in the Derbian Renaissance, shortly after the [[Derby Hospitallers]]. They took on the role of police force and acted as part of the militia on one the [[Derby Rangers]] operations, the Battle of Midway. With the [[Derby Hospitallers]], they founded the [[Eastern Federation]], and with the Federation, helped defend Derby during the Derby Derby Headhunt. Like most police groups, they have come under flak from those on 'Kill On Sight' lists, so offer those on 'Kill On Sight' lists to try and clear thier name in the Derbian courts.&lt;br /&gt;
 &lt;br /&gt;
[[Derby Rangers]] - The last of the core Eastern Federation groups to be formed, the Rangers act as the EF's paramilitary group. They focus on outside threats to Derby, as well as other towns, in contrast to the 1st Derby Privateers, which primarily deal with internal threats. They have taken part in several large operations, and have yet to be meet with anything other than success. Due to this and their lethality, they have become a respected force on the island.&lt;br /&gt;
 &lt;br /&gt;
[[Derby Protectors]] - a small band of extremists in Derby, dedicated to opposing the Eastern Federation and its stand on friendly pirates and natives. Arthur Lines, its leader, was once a member of the violent activist clan, the Shartak Preservation Front, and as a result was killed by RobZombie. Ever since has been a menace, killing Eastern Federation members and non-outsiders unreservedly. They are not considered a long term threat, but a niggling irritance. The sanity of their members, in particular that of Lines, is regularly called into question.&lt;br /&gt;
 &lt;br /&gt;
====Durham====&lt;br /&gt;
 &lt;br /&gt;
[[Durham Pistoleers]] - The Pistoleers have frequently served as Durham's de facto government. Perhaps the least aggressive clan based in a single settlement, they are largely responsible for Durham's reputation of extreme tolerance, due to the Pistoleers' willingness to tolerate anyone's presence, providing that person did not create trouble within Durham. However, because of this, and their relative lack of coordination, the Pistoleers are not particularly known for their military skill. With the foundation of the [[Durham Government]], and its stated desire to absorb the Pistoleers as a military/police force, their future is unknown. However, their contribution to Durhamite culture seems permanent.&lt;br /&gt;
 &lt;br /&gt;
====York====&lt;br /&gt;
 &lt;br /&gt;
[[Colonial Police]]: York´s first police force, the Colonial Police has had a string of leaders since its founding during the First Battle of York. It has played a prominent part in all defending York through all four invasions, and was widely respected until after the Third Battle of York, when the then leader Kjendlie reportedly went insane, accusing the Colonial Counter Terrorist Unit of plotting to take over York. This period saw the departure of some of the force´s oldest and most experienced officers. The arrival of 5punk on the scene, who took over the Colonial Police Headquarters, heralded the deterioration of the Colonial Police´s credibility, and has only recently begun a possible recovery with its fifth leader, Lexus.&lt;br /&gt;
&lt;br /&gt;
[[5punk]]: 5punk are like Marmite - you love 'em or you hate 'em. Formed from a forum outside the Shartak community, 5punk are renowned for their crude humour and unwillingness to be forced to do anything. Although once widely suspected of zerging, it is generally accepted that 5punk are able to attack locations in large numbers thanks to their large memberbase outside of Shartak. They now currently run the Waugh Arms, where they offer safe haven for most characters, as long as you haven´t attacked inside there previously.&lt;br /&gt;
&lt;br /&gt;
[[1st Colonial Militia]]: Formed by York radical Serious Sam, the clan seems to have inherited its founder's renowned extremism. Originally part of the York Alliance, the Colonial Militia broke away due to a difference in ideals, namely Serious Sam´s support of extremist Nathan Hale in Durham, though the groups remained on friendly terms. The Colonial Militia took an active role in defending York during the Fourth Battle of York and the Dork Cup, and upon the formation of the York Coalition they agreed to join it. However, differences once again left the Militia independent from the rest of the York groups. Since then, their main battle has been with 5punk and more recently the Colonial Police, and shots have been fired by all sides on numerous occasions. However, the Militia has been working alongside the York Coalition and the Colonial Police again since the promotion of a new Colonial Police leader, and are actively patrolling the area surrounding York.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=176 The York Coalition]: Formed mainly of Kjendlie-era ex-Colonial Police and ex-CCTU, the York Coalition boasts some of the most experienced fighters on the island; several members are listed among Shartak's top player killers. Since its inception preceding the Dork Cup, it has participated in and often led the defense of York, most notably spearheading the massacre that was the defense of York against the pirate &amp;quot;invasion&amp;quot; that followed the Dork Cup. For a York-centric group, it is remarkably diverse; it has at least one member from each outsider settlement, and even counts one pirate among its number.&lt;br /&gt;
&lt;br /&gt;
[[The Spartans]]: A respected clan in outsider politics, the Spartans volunteered to assist the defenders of York during a pirate invasion and assisting the York-Derby alliance in the [[Battle of Midway]]. As a result, the Spartans have earned the respect and friendship of several larger clans. They are perhaps the smallest clan (numerically) to ever garner significant attention, having been mentioned twice in the [[Derby Evening Press]].&lt;br /&gt;
&lt;br /&gt;
====The Shipwreck====&lt;br /&gt;
&lt;br /&gt;
[[The Brotherhood Of The Coast]]: An effort to unite various raid/trade organizations that lingered around the shipwreck, the Brotherhood was pulled together by a few well established pirates, notably; First Among Daves, Michael Edwards, Rozen and 00000F Beard. The Brotherhood conducted a few 'training raids' on native settlements, which escalated into arranged Real Time battles, one named 'Pirates Graveyard' and the other known as 'Archer's Pool' - though the real name is somewhat more interesting.&lt;br /&gt;
&lt;br /&gt;
===Native===&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
&lt;br /&gt;
[[The Royal Court of Greater Raktam]]: Claiming to be the blood heir to the throne, Blue Hummingbird created the Royal Court of Greater Raktam. It has since been recognised as a legitimate court by the Eastern Federation and, apart from the odd trouble-maker, has been welcomed as an extra element of metagaming in Raktam, an otherwise quiet and rather dull native settlement. The Court is setting up a tax system, and funding a police force to patrol the surrounding area, creating more job opportunities for young Raktamites and foreigners alike.&lt;br /&gt;
&lt;br /&gt;
====Dalpok====&lt;br /&gt;
&lt;br /&gt;
[[Dalpok Liberation Front]]: A group founded relatively recently, its sole goal is the defense of the village of Dalpok from hostile outsiders, particularly pirates. Many famous natives, including a number of WickSick Headhunters, are in this clan. It was formed by Cracker due to the large number of pirates constantly assaulting the native village. They also stress that they are not a police force, but defenders only, with both patrolmen and a shaman corps for eliminating hostile spirits.&lt;br /&gt;
&lt;br /&gt;
==Island-wide==&lt;br /&gt;
&lt;br /&gt;
[[Shartak Merchants' Association]]: The SMA was founded by the wealthy native trader Songa to replace the dying South Shartak Trading Company. Though small, with its membership numbers never exceeding the single digits, the SMA is extraordinarily wealthy, commanding more money than any other clan on Shartak. That being said, the SMA is less of a clan and more of a trade guild. Clan members operate with complete independence, their affiliation largely serving to mark them as peaceful traders. Additionally, the SMA is solely interested in the acquisition of wealth, and does not attempt to use the wealth of its membership for any sort of collective action.&lt;br /&gt;
&lt;br /&gt;
[[Open Arms]]: More of a belief system than a clan, Open Arms members are extremely peaceful. Members are expected to never attack without provocation, and many will not kill even in self-defense. Open Arms members believe in building a community spanning ethnic lines, drawing members from across Shartak. Members are expected to be kind and helpful to non-members, regardless of race or creed.&lt;br /&gt;
&lt;br /&gt;
[[Scavengers]]: Perhaps the most reviled clan on Shartak, Scavengers are outcasts in every center of civilization (except perhaps the shipwreck, which is too chaotic and violent to notice their presence). Scavengers kill wantonly, without any reason behind their actions. Membership in this clan will result in becoming an instant entry on defensive clans' &amp;quot;Kill on sight&amp;quot; lists.&lt;br /&gt;
&lt;br /&gt;
[[The WickSick Headhunters]]: Although not officially a clan, this group of primarily natives is perhaps the most renowned of all groups. They travel Shartak, attacking each outsider or pirate settlement. They have arranged several competitions, known as the Durham Headhunt Contest, the Derby Derby, and the Dork Cup. These attacks alone cost the outsiders around 500 lives, half of which were inflicted in the Dork Cup. Outsider towns have been known to put aside all differences and unite when a competition is announced. Recently they claimed the island between York and Derby as their own, but were thrown out after a combined attack of the Eastern Federation, the York Coalition, the Spartans, and the 1st Colonial Militia.&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=16541</id>
		<title>Guide to Clans</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Guide_to_Clans&amp;diff=16541"/>
		<updated>2007-12-03T04:36:29Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press's Guide to Clans==&lt;br /&gt;
 &lt;br /&gt;
So you've been on the island, and you'd like some purpose for your existence.  Clans are an excellent way to do that, forming the primary source of power in Shartak politics.  Below are listed a brief summary of the more significant Shartak clans. Clans will be sorted by category.&lt;br /&gt;
 &lt;br /&gt;
==Town-Based==&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
 &lt;br /&gt;
====Derby====&lt;br /&gt;
 &lt;br /&gt;
[[Eastern Federation]]: Formed as a symbol of the increasingly close alliance between the [[1st Derby Privateers]] and the [[Derby Hospitallers]], the Eastern Federation has grown to be one of the largest and most active groups on Shartak. The Federation has earned a reputation for moderation backed by military prowess, earning respect from groups as diverse as the [[York Coalition]] and [[the WickSick Headhunters]]. The Federation has added three new clans to its roster since its inception: the [[Derby Rangers]], [[The Octavius Popesbury Memorial Expedition of 1886]], and the [[Greenwolves]].&lt;br /&gt;
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[[Derby Hospitallers]] - The Derby Hospitallers were the first Derby-based clan to arise and were the first sign of the Derbian Renaissance. The Hospitallers, described as an &amp;quot;even-handed, democratic group,&amp;quot; initially intended to serve all functions for the town of Derby, operating a hospital, a police force, and a militia. As time went on, other clans quickly arose to perform some of the duties, and the Hospitallers became more specialized. They are now generally accepted as Derby's social workers, operating the [[Derby Hospital]] and the [[Derby Academy]]. Nonetheless, the Hospitallers continue to assist in law enforcement, and have always responded when Derby or its allies are under attack.&lt;br /&gt;
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[[1st Derby Privateers]] - the second clan to join in the Derbian Renaissance, shortly after the [[Derby Hospitallers]]. They took on the role of police force and acted as part of the militia on one the [[Derby Rangers]] operations, the Battle of Midway. With the [[Derby Hospitallers]], they founded the [[Eastern Federation]], and with the Federation, helped defend Derby during the Derby Derby Headhunt. Like most police groups, they have come under flak from those on 'Kill On Sight' lists, so offer those on 'Kill On Sight' lists to try and clear thier name in the Derbian courts.&lt;br /&gt;
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[[Derby Rangers]] - The last of the core Eastern Federation groups to be formed, the Rangers act as the EF's paramilitary group. They focus on outside threats to Derby, as well as other towns, in contrast to the 1st Derby Privateers, which primarily deal with internal threats. They have taken part in several large operations, and have yet to be meet with anything other than success. Due to this and their lethality, they have become a respected force on the island.&lt;br /&gt;
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[[Derby Protectors]] - a small band of extremists in Derby, dedicated to opposing the Eastern Federation and its stand on friendly pirates and natives. Arthur Lines, its leader, was once a member of the violent activist clan, the Shartak Preservation Front, and as a result was killed by RobZombie. Ever since has been a menace, killing Eastern Federation members and non-outsiders unreservedly. They are not considered a long term threat, but a niggling irritance. The sanity of their members, in particular that of Lines, is regularly called into question.&lt;br /&gt;
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====Durham====&lt;br /&gt;
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[[Durham Pistoleers]] - The Pistoleers have frequently served as Durham's de facto government. Perhaps the least aggressive clan based in a single settlement, they are largely responsible for Durham's reputation of extreme tolerance, due to the Pistoleers' willingness to tolerate anyone's presence, providing that person did not create trouble within Durham. However, because of this, and their relative lack of coordination, the Pistoleers are not particularly known for their military skill. With the foundation of the [[Durham Government]], and its stated desire to absorb the Pistoleers as a military/police force, their future is unknown. However, their contribution to Durhamite culture seems permanent.&lt;br /&gt;
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====York====&lt;br /&gt;
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[[Colonial Police]]: York´s first police force, the Colonial Police has had a string of leaders since its founding during the First Battle of York. It has played a prominent part in all defending York through all four invasions, and was widely respected until after the Third Battle of York, when the then leader Kjendlie reportedly went insane, accusing the Colonial Counter Terrorist Unit of plotting to take over York. This period saw the departure of some of the force´s oldest and most experienced officers. The arrival of 5punk on the scene, who took over the Colonial Police Headquarters, heralded the deterioration of the Colonial Police´s credibility, and has only recently begun a possible recovery with its fifth leader, Lexus.&lt;br /&gt;
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[[5punk]]: 5punk are like Marmite - you love 'em or you hate 'em. Formed from a forum outside the Shartak community, 5punk are renowned for their crude humour and unwillingness to be forced to do anything. Although once widely suspected of zerging, it is generally accepted that 5punk are able to attack locations in large numbers thanks to their large memberbase outside of Shartak. They now currently run the Waugh Arms, where they offer safe haven for most characters, as long as you haven´t attacked inside there previously.&lt;br /&gt;
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[[1st Colonial Militia]]: Formed by York radical Serious Sam, the clan seems to have inherited its founder's renowned extremism. Originally part of the York Alliance, the Colonial Militia broke away due to a difference in ideals, namely Serious Sam´s support of extremist Nathan Hale in Durham, though the groups remained on friendly terms. The Colonial Militia took an active role in defending York during the Fourth Battle of York and the Dork Cup, and upon the formation of the York Coalition they agreed to join it. However, differences once again left the Militia independent from the rest of the York groups. Since then, their main battle has been with 5punk and more recently the Colonial Police, and shots have been fired by all sides on numerous occasions. However, the Militia has been working alongside the York Coalition and the Colonial Police again since the promotion of a new Colonial Police leader, and are actively patrolling the area surrounding York.&lt;br /&gt;
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[http://www.shartak.com/clanview.cgi?id=176 The York Coalition]: Formed mainly of Kjendlie-era ex-Colonial Police and ex-CCTU, the York Coalition boasts some of the most experienced fighters on the island; several members are listed among Shartak's top player killers. Since its inception preceding the Dork Cup, it has participated in and often led the defense of York, most notably spearheading the massacre that was the defense of York against the pirate &amp;quot;invasion&amp;quot; that followed the Dork Cup. For a York-centric group, it is remarkably diverse; it has at least one member from each outsider settlement, and even counts one pirate among its number.&lt;br /&gt;
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[[The Spartans]]: A respected clan in outsider politics, the Spartans volunteered to assist the defenders of York during a pirate invasion and assisting the York-Derby alliance in the [[Battle of Midway]]. As a result, the Spartans have earned the respect and friendship of several larger clans. They are perhaps the smallest clan (numerically) to ever garner significant attention, having been mentioned twice in the [[Derby Evening Press]].&lt;br /&gt;
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====The Shipwreck===&lt;br /&gt;
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[[The Brotherhood Of The Coast]]: An effort to unite various raid/trade organizations that lingered around the shipwreck, the Brotherhood was pulled together by a few well established pirates, notably; First Among Daves, Michael Edwards, Rozen and 00000F Beard. The Brotherhood conducted a few 'training raids' on native settlements, which escalated into arranged Real Time battles, one named 'Pirates Graveyard' and the other known as 'Archer's Pool' - though the real name is somewhat more interesting.&lt;br /&gt;
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===Native===&lt;br /&gt;
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====Raktam===&lt;br /&gt;
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[[The Royal Court of Greater Raktam]]: Claiming to be the blood heir to the throne, Blue Hummingbird created the Royal Court of Greater Raktam. It has since been recognised as a legitimate court by the Eastern Federation and, apart from the odd trouble-maker, has been welcomed as an extra element of metagaming in Raktam, an otherwise quiet and rather dull native settlement. The Court is setting up a tax system, and funding a police force to patrol the surrounding area, creating more job opportunities for young Raktamites and foreigners alike.&lt;br /&gt;
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====Dalpok====&lt;br /&gt;
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[[Dalpok Liberation Front]]: A group founded relatively recently, its sole goal is the defense of the village of Dalpok from hostile outsiders, particularly pirates. Many famous natives, including a number of WickSick Headhunters, are in this clan. It was formed by Cracker due to the large number of pirates constantly assaulting the native village. They also stress that they are not a police force, but defenders only, with both patrolmen and a shaman corps for eliminating hostile spirits.&lt;br /&gt;
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==Island-wide==&lt;br /&gt;
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[[Shartak Merchants' Association]]: The SMA was founded by the wealthy native trader Songa to replace the dying South Shartak Trading Company. Though small, with its membership numbers never exceeding the single digits, the SMA is extraordinarily wealthy, commanding more money than any other clan on Shartak. That being said, the SMA is less of a clan and more of a trade guild. Clan members operate with complete independence, their affiliation largely serving to mark them as peaceful traders. Additionally, the SMA is solely interested in the acquisition of wealth, and does not attempt to use the wealth of its membership for any sort of collective action.&lt;br /&gt;
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[[Open Arms]]: More of a belief system than a clan, Open Arms members are extremely peaceful. Members are expected to never attack without provocation, and many will not kill even in self-defense. Open Arms members believe in building a community spanning ethnic lines, drawing members from across Shartak. Members are expected to be kind and helpful to non-members, regardless of race or creed.&lt;br /&gt;
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[[Scavengers]]: Perhaps the most reviled clan on Shartak, Scavengers are outcasts in every center of civilization (except perhaps the shipwreck, which is too chaotic and violent to notice their presence). Scavengers kill wantonly, without any reason behind their actions. Membership in this clan will result in becoming an instant entry on defensive clans' &amp;quot;Kill on sight&amp;quot; lists.&lt;br /&gt;
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[[The WickSick Headhunters]]: Although not officially a clan, this group of primarily natives is perhaps the most renowned of all groups. They travel Shartak, attacking each outsider or pirate settlement. They have arranged several competitions, known as the Durham Headhunt Contest, the Derby Derby, and the Dork Cup. These attacks alone cost the outsiders around 500 lives, half of which were inflicted in the Dork Cup. Outsider towns have been known to put aside all differences and unite when a competition is announced. Recently they claimed the island between York and Derby as their own, but were thrown out after a combined attack of the Eastern Federation, the York Coalition, the Spartans, and the 1st Colonial Militia.&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=16513</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=16513"/>
		<updated>2007-11-28T18:17:07Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Weapon Upkeep */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]&lt;br /&gt;
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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;
***See the Meat and Pelts discussion in Skills. -[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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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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=== Build - BOATS ===&lt;br /&gt;
'''''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''''' so basically this patch of beach screams out &amp;quot;search for driftwood and build a boat&amp;quot;, so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. &lt;br /&gt;
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we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)&lt;br /&gt;
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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;
::It would be harder to abuse if it takes something like 50 AP to put down a trap. If you think about it, making traps large enough to hurt humans will take a long time. Since there aren't readymade bear traps these traps would have to be DIY traps made of the enviroment.&lt;br /&gt;
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===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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: In a way, this has been implemented through http://wiki.shartak.com/index.php/Suggestions:Implemented#Locations_List - would others agree? --[[User:Johan Crichton|Johan Crichton]] 02:05, 1 July 2007 (UTC)&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;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Well, being able to go out into the jungle and making a little camp would be very interesting. With a clan feature you could set up small clan camps as Gandhi said as small towns perhaps. But one way to assure that it's not spammed is one per person not really clan needed. That way someone could have a small home if they wanted and people couldnt spam them but it would encourage clan building to have a variety of buildings. Of course the problem with a limit is dying then beiong far from your home and then a problem with replacing. But if its as an item in inventory when you die maybe that would work? Use to set up on a square. I personally am setting myself up in the jungle in an area clearing paths and what not but theres really not much for me to do. Construction would be wonderfull if a way is found ot properly manage it.--[[User:Dracul|Dracul]]&lt;br /&gt;
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&lt;br /&gt;
===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
&lt;br /&gt;
[x] 3. Pirate lingo&lt;br /&gt;
&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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
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This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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A side idea, that probably doesn't deserve a complete new suggestion. It would be interesting to have huts or lean-to shelter structures perhaps providing an extra 0.1 or 0.2 AP per an hour spent after the character has perhaps been idle for an hour or two. It would be something neat, not imbalancing, and wouldn't take away from player interaction with hp regeneration. [[User:Lexus|Lexus]] 01:06, 26 May 2007 (UTC)}}&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{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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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
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As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
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Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Require Help===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=''Allow you to scream to require help when you are in danger.''&lt;br /&gt;
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Cost 5APs to prevent your &amp;quot;race&amp;quot; (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|&lt;br /&gt;
suggest_time=17:17, 8 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Ownslaught|Ownslaught]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Forensic Analysis/Advanced Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|&lt;br /&gt;
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death.  Would require 1 or .5 AP to use, similar to tracking, and would say something like &amp;quot;It looks like Dim Mak is lying on the ground, clawed to death by a parrot.&amp;quot; or &amp;quot;Barbarossa is dead on the ground, seems he ate the wrong berries.&amp;quot;&lt;br /&gt;
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Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).&lt;br /&gt;
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There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - &amp;quot;frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently.&amp;quot;&lt;br /&gt;
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A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - &amp;quot;Scribbled in the sand is 'Arrrgh!!!'.  It looks like Barbarossa's handwriting.&amp;quot;&lt;br /&gt;
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This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.&lt;br /&gt;
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suggest_time=16:50, 11 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)&lt;br /&gt;
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I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)&lt;br /&gt;
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I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)&lt;br /&gt;
: Yes, this would be ultimate scout explorer skill. I like it a lot [[User:Lama|Lama]]&lt;br /&gt;
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===Fishing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skills|&lt;br /&gt;
suggest_scope=Evreyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
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With the ''Fishing'' skill, you can catch fish and use them to heal yourself. There are thee types of fish you can catch: '''Minnows''', '''Bass''', and '''Large Catfish''', each with diffrent dificulty levels and skills required to catch them. Here are the skills:&lt;br /&gt;
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*'''Basic Fishing'''- ''Able to catch Minnows''&lt;br /&gt;
**'''Intermediate Fishing'''- ''Able to catch Bass''&lt;br /&gt;
***'''Advanced Fishing'''- ''Able to catch Large Catfish''&lt;br /&gt;
*'''Fisherman's Luck'''- ''Better chance of cating a fish''&lt;br /&gt;
*'''Fisherman's Lure'''- ''EXP gained is doubled while catching fish''&lt;br /&gt;
''(also see belong for precentages on catcing fish)''&lt;br /&gt;
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If you wanted to fish, you would have to have a '''fishing pole''' ''(new item)'' that could easily be bought at the trading post for 1-5 gold. You would then head out to a body of water (river, lake, ocean) and cast your line. Depending on if you have &amp;quot;Patience&amp;quot; or not and what Fishing skill you had, you'll have the chance of catching a fish. If you've only got '''Basic Fishing''', you can catch Minnows, if you have '''Internediate Fishing''' you have an equal shot at catching Bass or Minnows, and if you have '''Advanced Fishing''' you have an equal chance of catching Minnows, Bass, or L. Catfish. &lt;br /&gt;
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The fish will also be able to heal a certain number of HP. Here is what the fish will heal:&lt;br /&gt;
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*'''Minnows'''- ''2 HP''&lt;br /&gt;
**'''Bass'''- ''5 HP''&lt;br /&gt;
***'''Large Catfish'''- ''7 HP''&lt;br /&gt;
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Also, when you catch a fish, you will gain EXP. Here is what each fish will earn EXP-wise:&lt;br /&gt;
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*'''Minnows'''- ''2 EXP''&lt;br /&gt;
**'''Bass'''- ''5 EXP''&lt;br /&gt;
***'''Large Catfish'''- ''12 EXP''&lt;br /&gt;
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As with evreything in Shartak, when you do something, the action has a description. Here are the discriptions for catching fish:&lt;br /&gt;
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*You cast your line... but don't get even a nibble.&lt;br /&gt;
*You cast your line... and catch a Minnow!&lt;br /&gt;
*You cast your line... and catch a Bass!&lt;br /&gt;
*You cast your line... and catch a Large Catfish!&lt;br /&gt;
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Percentages to catch fish:&lt;br /&gt;
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*With '''Beginner Fishing'''- 10% chance to catch fish&lt;br /&gt;
**With '''Intermediate Fishing'''- 25% to catch fish&lt;br /&gt;
***With '''Expert Fishing'''- 40% to catch fish&lt;br /&gt;
****With '''Fisherman's Luck'''- +25% to catch fish|&lt;br /&gt;
suggest_time=01:54, 24 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Che|Che]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* How about the &amp;quot;patience&amp;quot; aspect being the maximum number of AP you're willing to 'wait' after casting your line... eg [Fish for] &amp;lt;1/2/5/10&amp;gt; minutes. where each minute is the number of AP that you expend. The number of minutes would be a dropdown list, just like targets for attacks. Every minute that you fish for is a separate roll of the dice so you might fish for 10 minutes and not catch anything, or you could fish for 10 minutes and catch something after just 3 minutes. I'm not into fishing so perhaps someone who is can say if those times are wildly inaccurate or not. --[[User:Simon|Simon]] 10:21, 24 September 2006 (UTC)&lt;br /&gt;
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I really don't know myself. I've fished once before in my life. All the ideas I got from the Wikipedia article on [http://en.wikipedia.org/wiki/Fishing fishing]. -[[User:Che|Che]] 06:46, 31 December 2006 (UTC)&lt;br /&gt;
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I think this is a brilliant idea. Perhaps some parts of the ocean or sections of rivers and lakes have a higher yield rate. - [[FirstAmongstDaves]]&lt;br /&gt;
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Whenever I go fishing it takes a while to get something. On good days I can get a fish once every 30 minutes. It should take AP to cast your line and reel in the fish but it shouldn't cost AP to wait for a bite.&lt;br /&gt;
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=== Cutlass mastery ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= a skill to add 10% to any player who uses a cutlass|&lt;br /&gt;
suggest_scope= Pirates mostly but any native or outsider group.|&lt;br /&gt;
suggest_description= at the end of the close quarters combat tree this skill would appear. Buy it and the character gains an extra 10% when attackin with a cutlass, Short simple and sweet. Helps out all non-marksman classes have an edge in dishing out damage.|&lt;br /&gt;
suggest_time=23:56, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think it's brilliant, because we could (i know i keep going on about them) still get flintlocks and nobody would be able to complain because they can master cutlasses too. We'd have nobody whining that pirates could now 'own' anyone. [[User:Rozen|Rozen]]&lt;br /&gt;
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*I'm all for it, except it should be something more piratey- like Bellyslitting or Gutwrenching or something. Perhaps apply the bonus to knives too (but not other swords). --[[User:Odysseus|Odysseus]] 22:14, 18 February 2007 (UTC)&lt;br /&gt;
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=== First Aid tweak ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= A tweak to First Aid, the skill that follows from Triage|&lt;br /&gt;
suggest_scope= All classes|&lt;br /&gt;
suggest_description= When you have the First Aid skill and you hover your curser over a guy in the distance (to see their name) you will also see a summary of their HP. Either healthy, injured, or dying. This would save you some AP whilst looking for people to patch up.|&lt;br /&gt;
suggest_time=00:50, 04 December 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Aco|Aco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Make it for Advanced Triage. Good, though. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:14, 23 February 2007 (UTC)&lt;br /&gt;
:What Mark said.--[[User:Skull Face|Skull Face]] 22:50, 13 September 2007 (UTC)&lt;br /&gt;
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===Triage Change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Triage Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently, the triage skill works by giving you the lowest HP of an injured person in the room. For example, if there were two people in a space, one who's HP is 49 out of 50, another 50 out of 80, you will only be able to see the HP of the first. This is rather unrealistic and annoying. For the guy with 50 max HP, the 1 damage that took him to 49 is just a scratch, while for the guy with 80 max HP, him being at 50 is a very critical wound. The end result is that you waste a FAK on the 49 HP guy, when it could have done much more good for the 50 HP guy.&lt;br /&gt;
&lt;br /&gt;
So, I would suggest that the system be revised, and instead of working on lowest HP number, work on a fractional basis. So now, some one with 60 out of 80 HP is at 3/4 health, and so you would see his HP rather than the guy who is at 49 out of 50 HP, which is only 98%.|&lt;br /&gt;
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suggest_time=15:41, 19 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tintin|Tintin]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As a healer, i wholeheartedly support this idea, and can't think of anything that could make it better. [[User:Rozen|Rozen]]&lt;br /&gt;
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Same here. Very idea :) [[User:Lama|Lama]]&lt;br /&gt;
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Yup, very good idea --[[User:Htkl|Htkl]] 00:09, 24 April 2007 (UTC)&lt;br /&gt;
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: Sounds ok, but why not just show the person needing the most healing by calculating (max hp - current hp) instead of a percentage? --[[User:Johan Crichton|Johan Crichton]] 04:45, 24 April 2007 (UTC)&lt;br /&gt;
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===Mining.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Mining for multiple resources depending upon skill and location. Ie: Stone for walls, roads.  Metal ore for weapons and equipment. Gold is also possible, but might make more sense in panning on the rivers.|&lt;br /&gt;
suggest_description=I first thought of this when I saw the mountain and was getting tired of the jungle growing back in areas.  I wondered if it might be possible to mine for rock to build roads in the jungle.  These roads would naturally last longer than ordinarily cleared jungle but would eventually be reclaimed by it if not maintained.  Mining could be its own skill tree with multiple types of mining yielding different resources.  Similarly, only certain areas on the map could be mined and not all types of mining could be done at the same location.  Tools of various sorts would probably also be required which would eventually break and need to be replaced.|&lt;br /&gt;
suggest_time=14:51, 26 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:GreyA2|Grey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:07, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Yelling===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=This was a random idea, but it might work. This skill allows a person to project their voice over several squares, at the expense of additional AP. Now, for specifics.&lt;br /&gt;
&lt;br /&gt;
This skill creates a new button next to the Talk button, labeled &amp;quot;Yell&amp;quot;. For 3 AP, a person can yell something with a length equivalent to normal speech, with a range of seven squares. However, as distance increases, so does difficulty hearing it.&lt;br /&gt;
&lt;br /&gt;
1 block away has hearing similar to normal. 2-3 blocks away has hearing similar to having Advanced Language. 4-5 blocks away has hearing similar to Basic Language. 6-7 blocks away has hearing similar to having no language skills. Also, each block away adds a 5% chance for a word not to be heard.&lt;br /&gt;
&lt;br /&gt;
The hearer would receive a message similar to this: You hear a voice coming from 1 block to the East, &amp;quot;This is Mark D. Stroyer. Can you hear ... now? Good!&amp;quot; The ... indicates a word that isn't heard.&lt;br /&gt;
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Also, if you're inside a building, you would simply see, &amp;quot;You hear someone yelling off to the (insert compass direction here, such as East).&amp;quot; Also, if you are between 7-9 squares away, there is a 40% chance that &amp;quot;You hear someone yelling off to the (compass direction).&amp;quot;&lt;br /&gt;
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suggest_time=16:09, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Taxidermy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description= The taxidermy skill could possibly be followed by advanced taxidermy. The skill involves taking corpses (animal, human, etc) and stuffing them. This may require some form of filling and would create stuffed corpse items, which could be used for decoration. Obviously, larger animals such as elephants would take more AP to stuff than a parrot. Small items could be carried and added to the description but larger animals would not be easy to carry and therefore would be set up at a location and the head could be cut off as a trophy which might be placed in an empty hut. All of the animals could be decapitated, with a knife or dagger for small ones and a machete or cutlass for larger ones. Removing the head would create two items: '''Head of a/n &amp;lt;animal&amp;gt;''' and '''Headless &amp;lt;animal&amp;gt;'''. In areas with a corpse there could be an option reading &amp;quot;''stuff corpse''&amp;quot; and a dropdown menu with &amp;quot;''place on floor''&amp;quot;, &amp;quot;''mount on wall''&amp;quot;(only available in locations inside or directly outside a hut) and &amp;quot;''seperate head''&amp;quot; could appear once it is in the inventory. |&lt;br /&gt;
suggest_time=01:35, 9 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Jenerix|Jenerix]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd like to see this implemented, we often stuff corpses in York, it'd be nice to see it added properly, maybe with some XP given for successful completion? --[[User:Htkl|Htkl]] 02:34, 9 June 2007 (UTC)&lt;br /&gt;
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===Skills for Pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirate|&lt;br /&gt;
suggest_description= Piratesare the hack and slash characters of Shartak.  Pirates need to reinforce this image. I propose three ideas.&lt;br /&gt;
&lt;br /&gt;
1. Pirates love their melee weapons so they must always be cleaning them and keeping them battle ready.  So why not include a skill to decrease the chance of their weapons breaking or becoming blunt.  Skill name: Weapon Upkeep.  Re: Weapon maintenance ( thanks Johan Crichton)  &lt;br /&gt;
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2. Pirates are fueled by rum and that makes them unpredictable.  Adding a temporary 5%- 10% attack increase whan a pirate has consumed a bottle of beer or rum. After 10 to 15 attacks the effects wears off and attack goes back to normal. This could also increase the chance of dealing an extra point damage. Skill name: Battle Craze (or Bottle Craze).&lt;br /&gt;
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3. Pirates are .  They could duel wield melee weapons dealing one point less damage with the off hand. Of course you need Also you would have to decrease both weapons chance to hit. 10% with average hand and 20% with the other hand. You could add another skill that lets you increase the chance to hit with both hands. 5% on average hand and 10% on the off hand.  This would only be used with a machete or cutlass just to keep things clear.  Skill name: Duel wield and Advance Duel Wield.&lt;br /&gt;
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These skills could make pirates more interesting, without destroying fair gameplay or filling the land with pirates.  Of course you could just make a skill that gives pirates a 10% increase in attack.|&lt;br /&gt;
suggest_time= 0:17 EST July 5, 2007|&lt;br /&gt;
suggest_author=[[USER:Crazy Ian|Crazy Ian]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As a long-time campaigner for new pirate skills or bonuses, I'm interested in these. Dual wielding and rum, not so much, but weapon upkeep is great, and historically accurate. --[[User:Rozen|Rozen]] 23:41, 5 July 2007 (UTC)&lt;br /&gt;
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Thanks for the input and maybe we should look into the history of pirates for inspiration. --[[User:Crazy Ian|Crazy Ian]] 00:57, 6 July 2007 (UTC)&lt;br /&gt;
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A couple of comments:&lt;br /&gt;
* Could you provide an argument for pirates being the 'hack and slash' characters of Shartak?&lt;br /&gt;
* I'd suggest 'Weapon maintenance' might be a better name that 'Weapon upkeep' - and it should be a skill open to Warriors and Soldiers as well&lt;br /&gt;
* Alcohol isn't likely to make you hit things more accurately - it's more likely to allow you to take more damage (you don't notice it due to the inebriation) or do more (the sugar gets burnt to energy) - I don't like the idea of alcohol giving a % increase in this way.&lt;br /&gt;
* Dual wielding - again, this is a skill that should be available (if introduced) to all martial characters (and it's dual wield, not duel wield).  Can you provide the maths on expected damage from having this as an option/skill?&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 01:22, 6 July 2007 (UTC)&lt;br /&gt;
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Yeah good point about the alcohol I should have though that through a bit more. Also Thanks for pointing out that grammatical error.  I don't have the formula on the ratio, I'll add it in once I get the formula and figure it out.  Pirates are the hack and slash characters because they don't have any special skill just for them.  It's pretty much grab a cutlass or a machete and get at it.  Of you could also look at like there beginners class for people to get a hold of game and learn it's mechanics (of course experienced players can be pirates too). --[[User:Crazy Ian|Crazy Ian]] 04:01, 6 July 2007 (UTC)  &lt;br /&gt;
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I think pirates need something that's just for pirates, Johan. Currently, they're unbalanced. Everyone's got a skill of thier own, soldiers have the rifle and warriors have a blowpipe, but pirates only have 5 more HP. Some minor skill that benefits them, even if it benefits other people, but benefits pirates more...i just forgot what i was going to say. Screw it. --[[User:Rozen|Rozen]] 08:36, 6 July 2007 (UTC)&lt;br /&gt;
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===Brute strength===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=An offshoot of Body building, Brute strength adds 1 extra damage for attacks under 3HP. This eliminates the need for cutlasses (other than deforestation) except when combined with Balanced stance for a 2HP glancing blow.|&lt;br /&gt;
suggest_time=00:44, 17 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This does seem a little excessive, effectively doubling the effect of blows via Balanced Stance. Why would this apply only to Pirates? Wouldn't it also be appropriate for well-fed Warriors and hulking Soldiers? --[[User:Skull Face|Skull Face]] 16:05, 14 September 2007 (UTC)&lt;br /&gt;
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===Iron Constitution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill / balance change|&lt;br /&gt;
suggest_scope=Pirate Class|&lt;br /&gt;
suggest_description=Why do pirates have access to the First Aid skill? Medicine of the pirate era was notoriously dodgy and ship's carpenters, cooks and barbers often doubled as the ship's surgeon. This is why pirates are so often depicted as scarred and missing limbs, teeth, eyes et al.&lt;br /&gt;
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This suggestion is for a unique skill called ''Iron Constitution'' which allows pirates to gain extra HP from all sources (beer, rum, water, fruit, herbs and FAKs) over and above the base HP gain rate for the item. A pirate with ''Iron Constitution'' will gain +1 HP for consuming fruit, water, and fruit juices, +2 HP for consuming rum and beer, and +2 HP for using FAKs or Herbs on himself. The skill does not affect FAKs or Herbs applied to others.&lt;br /&gt;
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This skill is intended to provide a touch of character and make things a little easier around the resource-scarce shipwreck. My suggestion (possibly controversial) is that pirates be allowed to choose either Iron Constitution or First Aid but not both. Hard men would take Iron Constitution as their defining skill whilst wussy gentrified pirates would take First Aid. If implemented, existing players of pirates would be given a one-time opportunity to trade their First Aid skill for Iron Constitution.&lt;br /&gt;
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suggest_time=22:33, 13 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Man, for a second there I thought you said Iron ''Construction.'' Holds promise methinks. --[[User:Wulla-mullung|Wulla-mullung]] 23:39, 13 September 2007 (UTC)&lt;br /&gt;
:Woops! Edited to categorize beer and rum together, originally had beer in the +1 HP category with water! --[[User:Skull Face|Skull Face]] 10:29, 14 September 2007 (UTC)&lt;br /&gt;
:: the FAK/herb effect should work for FAKs and Herbs used on others, but based on the person healed and not on the healer, and it should only give the healer one additional XP instead of two. --[[User:AlexanderRM|AlexanderRM]] 01:58, 13 October 2007 (UTC)&lt;br /&gt;
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===Spirit Usage Skills===&lt;br /&gt;
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This suggestion has several skills that are usable by natives that use spirits in some way.  Some are benign and do not effect the spirits in any way others exorcise the spirit as well as the skills other effects.&lt;br /&gt;
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'''War Prayer''' {Warrior Only}&amp;lt;br&amp;gt;&lt;br /&gt;
Requires sixth sense.  When used on a tile with spirits present gives a 5% bonus to hit with blowpipe attacks, the duration is 1 attack per native spirit present.  This skill does not effect the spirits in any way.  It costs 5 ap to use.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
:'''Ancestral Chant''' {Warrior Only}&lt;br /&gt;
:Requires War Prayer.  Increases the duration to 2 attacks per native spirit and reduces the ap cost to 3.  This skill does not effect the spirits in any way.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
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'''Spirit Strike''' {Shaman Only}&amp;lt;br&amp;gt;&lt;br /&gt;
Requires Exorcism.  When used on a tile with spirits present uses a spirit as a weapon, dealing 6 damage with a 40% accuracy.  This skill costs 3 ap to use and exorcises the spirit but the spirit also gains exp for the damage done.  Can only use native spirits&lt;br /&gt;
:'''Necromancy/Voodoo''' {Shaman Only}&lt;br /&gt;
:Requires Spirit Strike.  Increases the accuracy by 20% (so overall the accuracy is 60%) and increases the damage done by 2 (so 8 damage).  Can use all spirits&lt;br /&gt;
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'''Fertility Ritual''' {Villager Only}&amp;lt;br&amp;gt;&lt;br /&gt;
When used on a tile with spirits present this skill gives a 10% bonus to finding any food item for 3 searches per native spirit present.  Does not harm the spirits in any way.  Costs 3 ap to use.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
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'''Spirit Guide''' {Scout Only}&amp;lt;br&amp;gt;&lt;br /&gt;
When used on a tile with spirits present the scout gains 3 free moves per native spirit present.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
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That's about it really.  What do you think?--[[User:Etherdrifter|Etherdrifter]] 14:02, 20 September 2007 (UTC)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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No. Some are overpowered, others are useless. And also, there's not very much reasoning or sense for them. And furthermore, it's unbalanced. Outsiders get absolutely nothing concerned with spirits. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 16:12, 20 September 2007 (UTC)&lt;br /&gt;
:Stick to established chronology? Older suggestions at top, new suggestions to the bottom? I've corrected that for you. Regards the actual skills I think they are unbalancing as they affect only natives and give nothing to outsiders. Don't get me wrong, killing outsiders makes me happy but there has to be something for everyone. Sadly I don't think they fit with outsiders. And as per previous comments some seem overpowered (e.g. Spirit Guide) whilst others seem underpowered (e.g. Fertility Ritual)--[[User:Skull Face|Skull Face]] 16:58, 20 September 2007 (UTC).&lt;br /&gt;
::Well originally only the shaman skills were presant but I thought that would overpower the shaman class by quite alot.  Still I can see what you mean by overpowered, why if for some odd reason tribal shamans did not exorcise spirits on sight and there was a build up of spirits in one location the amount of power available would be phenominal...--[[User:Etherdrifter|Etherdrifter]] 20:22, 30 September 2007 (UTC)&lt;br /&gt;
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=== Shallow Diving ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill / additional mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=The new ability to shallow dive in [[Water]] locations would be made available to all classes for free. It would permit characters to dive to seabed ([[Water]]) or riverbed ([[Water#River|River]], [[Water#Lake|Lake]], [[Water#Pool|Pool]] or [[Water#Waterfall|Waterfall]]) locations only. This ability would not apply to [[Water (deep)#Water_.28deep.29|Deep Water]], that would require a separate skill.&lt;br /&gt;
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Diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 120 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 14 APs. Shallow diving in [[Water]] carries no risks at this time.&lt;br /&gt;
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Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.&lt;br /&gt;
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suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't quite get the dive time idea tbh. Maybe underwater search should take more ap (similar to searching in the swamps) and if you ap-out underwater, you simply drown? Apart from that I love both your diving skills suggestions. Support! --[[User:Lama|Lama]] 21:16, 27 September 2007 (UTC)&lt;br /&gt;
:I'll try to clarify dive times. Before diving you decide how many searches you want to conduct i.e. how many APs you will spend on the dive. If you want to do 10 searches you have to dive for 10 x 10 = 100 seconds. And a 100 second dive will require 12 APs (1 to dive, 10 to search, 1 to surface). The idea of 1 search per 1 AP = 10 seconds is descriptive only, based on real world breath-holding being around 2 minutes maximum for most people. After you press 'Dive' you are presented with the results of your searches, you are not moved into an underwater realm. This mechanism of selecting dive times is based on Simon's suggestion of simplifing diving into APs spent underwater rather than programming a whole new underwater environment. --[[User:Skull Face|Skull Face]] 12:15, 28 September 2007 (UTC)&lt;br /&gt;
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:...which would be truly awesome; anyway, I think it could be achieved by hitting &amp;quot;dive&amp;quot; button and then &amp;quot;search&amp;quot;. After each search you would get the info - you can hold up your breath for ''some time'' more, where ''some time'' would be a measure similar to the one you get using saved map locations. To surface, simply hit the button &amp;quot;surface&amp;quot; (it could be the same one with changed text or maybe just marked &amp;quot;dive/surface&amp;quot;). The point I am trying to make is that we don't have time in Shartak, and these seconds things are a bit out of place in my opinion.--[[User:Lama|Lama]] 12:29, 30 September 2007 (UTC)&lt;br /&gt;
::I'm not proposing that the player actually sits at the keyboard waiting for 100 seconds if he does a 100 second / 10 search dive. How about if the button said 'Dive for' and then had a pull-down menu of dive times expressed in number of searches (1 search to 12 searches)? --[[User:Skull Face|Skull Face]] 22:14, 30 September 2007 (UTC)&lt;br /&gt;
:::that sounds totally reasonable --[[User:Lama|Lama]] 00:00, 1 October 2007 (UTC)&lt;br /&gt;
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=== Free Diving ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=The new Free Diving skill would be a sub-skill of Swimming. It would permit characters to dive to seabed locations in [[Water (deep)#Water_.28deep.29|Deep Water]] as well as increasing maximum bottom time for shallow dives.&lt;br /&gt;
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Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] would require 2 APs to get down, 2 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 160 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] carries a similar risk of shark attacks as swimming there i.e. XX% chance of a bite assessed per AP spent on a dive.&lt;br /&gt;
&lt;br /&gt;
Improved diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 180 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Shallow diving in [[Water]] carries no risks at this time.&lt;br /&gt;
&lt;br /&gt;
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]], [[Suggestions:Game_mechanics#Submerged_Ruins|submerged ruins]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.&lt;br /&gt;
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suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Hide in Like, You Know, Trees and Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Most non combat centric classes|&lt;br /&gt;
suggest_description=*'''basic camouflage''' (scouts, explorers, villagers, settlers, scientists, shaman, pirates):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen from two squares away.&lt;br /&gt;
*'''advanced camouflage''' (scouts, explorers, villagers, settlers):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen from adjacent squares or farther.&lt;br /&gt;
*'''masterful camouflage''' (scouts, explorers):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen at all until their 'hidden' status is revoked&lt;br /&gt;
&lt;br /&gt;
'''notes''': &lt;br /&gt;
*chance of successful 'hiding' is based on jungle density: d0=0%, d10=10%, d20=20%, ect. &lt;br /&gt;
*character's 'hidden' status is revoked if they preform any action or are attacked. and may be revoked if the jungle is cleared, or searched. &lt;br /&gt;
*character has a chance of remaining 'hidden' if the jungle is searched, based on it's level: d10=100%, d9=90%, d8=80%, ect. &lt;br /&gt;
*character has a chance of remaining 'hidden' if the jungle is cleared, based on how much is left: d9=90%, d8=80%, d7=70%, ect. &lt;br /&gt;
*character can be seen/smelled by animals regardless of 'hidden' status. &lt;br /&gt;
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suggest_time=22:30, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Psychic Link===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes (spirits)|&lt;br /&gt;
suggest_description=This suggestion is for a new ability that aids a spirit in haunting the last person who murderered him or her. With this ability the spirit of the recently deceased gets a compass that points in the direction of the person who killed them. The compass would work in the same manner as the current [[Exploration]] and [[Cartography]] locations ability that points a traveller towards a target location. Spirits with this ability also get a 'Haunt' button which teleports them to the current location of their murderer at a cost of 25 APs.&lt;br /&gt;
&lt;br /&gt;
The haunting ability remains in effect until either the spirit chooses to be revived by a shaman (the ability does not carry over into life) or the spirit is exorcised by a shaman (exorcism breaks the bond between murderer and victim). If a character dies at the hands of an NPC (e.g. squid, shark, wandering shaman) or by suicide then the haunting features remain inactive when the dead character assumes spirit form.&lt;br /&gt;
&lt;br /&gt;
Relative placement on the spirit skill tree is suggested at the same level as [[Shocking shriek]] (i.e. [[Haunting scream]] is a prerequisite). This placement is open for debate, as is the actal name of the ability e.g. psychic link, haunt, curse etc.&lt;br /&gt;
&lt;br /&gt;
I make this suggestion even though my main character is a confirmed headhunter. This skill is intended to improve roleplaying / gameplay by giving spirits a reason (a slim one granted) to be in places other than the medical hut. And it would result in killers being haunted by their victims. Those who police the settlements against murderers might themselves be haunted in turn but other innocents would be safe from the murderers... for a while at least... --[[User:Skull Face|Skull Face]] 21:41, 1 October 2007 (UTC)&lt;br /&gt;
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suggest_time=21:41, 1 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Don't destory the naturally occouring necromantic system that is the spirit hut!  On a less self centered note it is a good idea though I would say death should remove the haunting status, you got your vengence now leave the poor git alone.--[[User:Etherdrifter|Etherdrifter]] 14:31, 2 October 2007 (UTC)&lt;br /&gt;
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===Fireball casting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Shamanic offensive skill|&lt;br /&gt;
suggest_scope=Shamans|&lt;br /&gt;
suggest_description=Idea of fireball is simple. You cast a hot fiery projectile at your enemy, doing some damage. At doubled attack AP cost fireball would do from 1 to 10 damage, with the highest chance in the mid range (4-6 dmg), diminishing when going to the both ends of the scale (for example, 5% for 1 or 10 dmg, 10% for 2 or 9 dmg, 15% for 3 or 6 dmg, 25% for 5 dmg and 45% for 4 dmg). If you feel the idea of fireballs is out of place on Shartak, name it &amp;quot;using tiny little blowpipes with shamanic mixture of poisonous powder made of berries and herbs&amp;quot; or anything more fitting the game set-up. I mean - this mechanics for ranged attack is serious. Not as serious as Sam, but still serious. I would love to see some comments on this.|&lt;br /&gt;
suggest_time=00:05, 4 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lama|Lama]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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OK I'll go first. I dislike the idea of fireballs as it sounds too much like D&amp;amp;D. I have questions. Is the range the same range as a blowpipe or rifle? If so, what would the %age hit chances be and what makes this different from using a blowgun or rifle (or even better than whacking someone with a machete)? Do we want shamen to replace warriors? What is the ammunition for a fireaball? As suggested on the forums, I do like the idea of a shamanic curse and the voodoo dolls idea seems to fit the character class. Maybe I'll work something up... --[[User:Skull Face|Skull Face]] 14:01, 4 October 2007 (UTC)&lt;br /&gt;
*Here go answers:&lt;br /&gt;
- let's call it touch of curse then.&lt;br /&gt;
&lt;br /&gt;
- range is the same as with any other weapon in-game.&lt;br /&gt;
&lt;br /&gt;
- for percentages, read it once again :) the difference is you can wield 10 dmg for 2 AP if you are lucky. Which, in terms of statistics is not really useful (most chances are you get 1 dmg for 1 AP spent), but it adds nice offensive skill for not so offensive class, definitely not replacing warriors or soldiers. &lt;br /&gt;
&lt;br /&gt;
- Shamans would be much better to role-play, if they could use some sort of magic to hurt peoples (refer to any kind of literature, I visualized this myself after last reading R.E.Howard's short novels about Conan.)&lt;br /&gt;
&lt;br /&gt;
- there's no ammunition for psychic-power skills other than AP.&lt;br /&gt;
&lt;br /&gt;
- and thanks for commenting, I hope I made it clearer --[[User:Lama|Lama]] 09:17, 8 October 2007 (UTC)&lt;br /&gt;
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===Bodyguard===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new skill called Bodyguard, to be placed on the Close Quarter Combat skill tree at the same level as Balanced Stance. When in the presence of another player or an NPC, characters with his skill would have access to a 'Guard' button with two adjacent pull-down menus. The first would be a pull-down menu of APs to be used, minimum of 1, maximum of 10. The second would be a pull-down menu of the current characters (AKA victims) at the location (c.f. the 'Attack' menu). The player would thus spend 1 to 10 APs to act as a bodyguard for a chosen victim. For each AP thus spent the player would automatically be the target of one attack directed at the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a hit with a ranged weapon, i.e. blowpipe or rifle, the bodyguard takes the hit instead of the victim only 50% of the time (the other 50% of the time the victim is still hit). Bullets and blowpipes fired by trained soldiers and warriors are much harder to defend against than melee attacks. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 4 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 4 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 4 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a hit, the bodyguard takes the hit instead of the victim. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 3 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 3 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 3 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have resulted in a glancing blow with a melee weapon, the target is hit as normal. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You recover your balance and hit Blue Hummingbird for 3 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. The attacker slips past your guard and hits Blue Hummingbird for 3 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. The attacker slips past Raffles and you take 3 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a miss, the bodyguard is missed rather than the target. Flavour text would be as follows:&lt;br /&gt;
:''Attacker text - You attack Blue Hummingbird. Raffles interposes himself. Your attack misses.''&lt;br /&gt;
:''Bodyguard text - A Rat attacks Blue Hummingbird. You interpose yourself. The attack misses.'' &lt;br /&gt;
:''Victim text - A Rat attacks you. Raffles bravely interposes himself. The attack misses.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players using the Bodyguard ability must have sufficient unused APs to allocate towards the defence of the target i.e. they cannot deliberately go into negative APs when setting out to bodyguard. In the event that multiple players choose to bodyguard the same victim at a location, one of the bodyguards is selected randomly for each attack before the results are calculated. In the event that the nominated victim leaves the location before bodyguard APs are used up, any unused APs are lost and not returned to the bodyguard.&lt;br /&gt;
&lt;br /&gt;
This skill would permit a group of players to defend a potential victim. Examples would be villagers defending a [[shaman]] who is exorcising a healer's hut, or an [[SPF]] activist attempting to save an elephant from a hunter's rifle.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]] 14:58, 9 October 2007 (UTC)|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment:  &lt;br /&gt;
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Zergers could abuse this horribly. Beyond that, I think it's overpowered. It would make it impossible to kill someone being bodyguarded. Maybe instead of an automatic success it would only have like a 10-15% chance, and a character can only be bodyguarded by 1 player at a time.&lt;br /&gt;
&lt;br /&gt;
I assume while bodyguarding it would be impossible to perform any other actions (since all your focus would have to be on who you're bodyguarding).&lt;br /&gt;
&lt;br /&gt;
But I like the idea! It would open up a lot of new avenues for play (Bodygaurd companies/clans, loyal friends, your example in the Court of Raktam, etc.) [[User:Blahmicho|Blahmicho]] 19:05, 9 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure that we could do anything against zergers that the game engine doesn't already do. Bodyguarding your own alt should theoretically have the same result as attacking or healing your alt i.e. the Curse of Shartak gets you. It wouldn't be impossible to kill someone unless multiple people were bodyguarding the intended victim. The maximum spend of 10 AP means that a bodyguard can only get in the way of 10 attacks, everything thereafter automatically targets the victim as normal unless there are more bodyguards. That figure of 10 could be altered. I guess that a limit could also be placed on the number of active bodyguards for one character. Any bodyguard who took an action before his 10 APs were used would automatically cancel the bodyguard effect and lose any APs spent. --[[User:Skull Face|Skull Face]] 22:04, 9 October 2007 (UTC)&lt;br /&gt;
::First, why is the bodyguard spending the AP before he does anything? The AP should be spent when you block an attack, so if the guarded person moves or dies or you die or decide to do something else, the AP aren't wasted. Second, there should be a skill like &amp;quot;assassin&amp;quot; that both increases chance to get past a bodyguard and means that you can avoid being noticed... until you attack the bodyguard or the person they're guarding, of course. Maybe make a &amp;quot;hiding&amp;quot; skill and have assassin as a sub-skill, letting you attack while hidden though you'd have a chance to be found out and be prevented from hiding again while the person you attacked is still alive and being bodyguarded in that square. --[[User:AlexanderRM|AlexanderRM]] 00:06, 16 October 2007 (UTC)&lt;br /&gt;
:::The server has no way to tell if you are logged out, asleep or simply inactive for a few moments. Requiring the bodyguard to actively spend APs gets around this problem (and prevents some exploits), provides a potential AP cap on the ability and provides a mechanism for checking for zerging. I dislike the idea of attacking from hiding but if you think that it has merit then write it up for discussion. --[[User:Skull Face|Skull Face]] 10:41, 16 October 2007 (UTC)&lt;br /&gt;
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===Curse===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill/mechanic|&lt;br /&gt;
suggest_scope=Shaman|&lt;br /&gt;
suggest_description=This suggestion is for a new shaman skill called ''Curse'' placed on the psychic skills tree at the same level as [[Exorcism]]. A curse would be called down upon a specific map square (indoor or outdoor) via a blood ritual costing 5 AP and 5 HP. Cursing a location requires a dagger or knife to draw blood but grants no XP. Spirits in a cursed area would benefit from a reduced AP cost for Shrieking, Wailing and Possession (-1 AP) and would deliver 50% more damage (and thus gain 50% more XP) when Shrieking and Wailing. Furthermore, it is suggested that spirits in a cursed area would be YY% more resistant to [[Exorcism]].&lt;br /&gt;
&lt;br /&gt;
Cursed locations would be detected by anyone with [[Sixth Sense]]. For those people the location description would include text along the lines of:&lt;br /&gt;
&lt;br /&gt;
:''This place makes the hair on the back of your neck stand up.''&lt;br /&gt;
:''You feel an otherworldy chill in this area.'' &lt;br /&gt;
:''You sense an inimical presence nearby.''&lt;br /&gt;
&lt;br /&gt;
Temporarily cursed areas may be cleansed by any Shaman who performs an [[Exorcism]] once the area is free of spirits. Successfully exorcising the spirits grants XP as normal and cleansing the area would grant a further 5 XP. It is suggested that permanently cursed locations (e.g. battlefields, ruins) also be created.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 14:46, 18 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Not a bad idea but I would suggest giving outsiders a skill to negate curses as outsiders already have a hard time with ghosts as it is.--[[User:Etherdrifter|Etherdrifter]] 19:14, 27 October 2007 (UTC)&lt;br /&gt;
:Possibly a scientist-based skill called &amp;quot;Skepticism&amp;quot;?--[[User:Black Joe|Black Joe]] 00:15, 28 October 2007 (UTC)&lt;br /&gt;
::Joking aside, yes, I agree that there is a need for an additional Scientist skill of some sort.--[[User:Skull Face|Skull Face]] 12:34, 9 November 2007 (UTC)&lt;br /&gt;
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===Black Powder Proficiency===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=Pirate|&lt;br /&gt;
suggest_description=This suggestion is for a new skill, Black Powder Proficiency, that would be available only to pirates. The skill would cover both the preparation and firing of black powder weapons using [[Suggestions:Items#Flintlock|Flintlock]], [[Suggestions:Items#Blunderbuss|Blunderbuss]]. [[Suggestions:Items#Powder_Flask|Powder Flask]] and [[Suggestions:Items#Lead_Ball|Lead Ball]] items. This skill would confer a +25% hit chance for black powder weapons only and would also reduce the by 1 the APs required to prime such weapons with a charge of powder.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:23, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Dowsing/Treasure Hunting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill and items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Since we have digging, I am aware that there are buried treasures over much of the island.  Dowsing would be available to natives - they would need two sticks in their inventory to be able to dowse a square.  Treasure Hunting would be available to outsiders - they would need some sort of equipment - suggestions please.  Basic dowsing/treasure hunting (for 2AP) would give a 20% chance of showing if anything was buried in that square, but not the depth - Advanced (2AP) would give 40% but no depth - Expert would give 60% and depth.  No skill would show what items were, just that there were things buried.|&lt;br /&gt;
suggest_time=[Spookey] 18:12, 10 November, 2007 (GMT)|&lt;br /&gt;
suggest_author=[Spookey]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Not a bad idea, though an alteration you might consider is to have dowsing cover the surrounding squares and tell you the direction if it picks up anything. --[[User:Zeek|Zeek]] 18:20, 10 November 2007 (UTC)&lt;br /&gt;
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===Bounty Placing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=&lt;br /&gt;
There is a bounty placing skill in jailriot so I said to myself &amp;quot;Self, you should suggest this for shartak.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This skill would allow players to place bounties on players in their enemy contact list. The reward for killing the hunted player would be a small award like twenty experience or less or a small amount of gold coins like four and any player with this skill could collect it. If someone without the skill kills the target then the bounty still goes away but nobody gets the award. I thought about any amount of gold but that would basically be a mailing system for zergers. Each character can only set one bounty out at a time and it never expires until the target dies. The bounty would appear next to the targets name whenever any player would be able to identify them. Bounties can stack and everyone will be able to see who placed which bounty if they go to the target's character page. It would require a payment of twice the reward to place the bounty. I haven't thought of a reason why anyone's place of origin would have any affect on this skill but if someone has an idea then by all means.|&lt;br /&gt;
suggest_time=[[User:Edwardel|Edwardel]] 19:50, 24 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Edwardel|Edwardel]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Weapon Upkeep===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Weapon upkeep, put simply, means that whoever takes the skill knows how to look after the weapons they carry and get the best out of them. It would be part of the Combat Skill tree, on the same level as Balanced Combat, and would halve the chance of your machete/cutlass/dagger/knife breaking whilst you're attacking with it. Heavy swords take a bit more work to look after them, so a further skill branched out from this one (Advanced Weapon Upkeep or something) would halve the chance of the Heavy Sword breaking.|&lt;br /&gt;
suggest_time=15:32, 28 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Broderick|Broderick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I frankly don't think that weapons break often enough. It's already .1% chance. If it were a .05% chance, that would be insane in the longevity of weapons. Besides, weapons are both cheap and small, so it's not hard to just keep a small cache. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:17, 28 November 2007 (UTC)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Roleplaying&amp;diff=16420</id>
		<title>Roleplaying</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Roleplaying&amp;diff=16420"/>
		<updated>2007-11-21T23:31:37Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Roleplaying''' ('''RPing''') is acting as if they were the character that he or she plays. Roleplayers create background stories, talk like they were the character and sometimes choose or restrict specific [[skills]] that don't immediately benefit them.&lt;br /&gt;
&lt;br /&gt;
A [[Class#Pirate|pirate]], for example, might pick digging as the first skill and carry abnormal amounts of rum. The pirate would have a background story on how they came to the island, who he or she was and what they were doing there. The character could speak like a pirate and even slur their speech and act as if they were actually drunk.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a serious roleplayer might go out of his or her way to discredit or insult a particular faction, class or action chosen by another player. They might also create causes that seem controversial to what the main population believes and at times going through great lengths to uphold it in ways that he or she believes the character would act.&lt;br /&gt;
&lt;br /&gt;
There are a couple terms used for people that are either roleplaying or not. IC (in-character) means the same as roleplaying and OOC (out-of-character) is acting like themselves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Jungle_Drums&amp;diff=16419</id>
		<title>Jungle Drums</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Jungle_Drums&amp;diff=16419"/>
		<updated>2007-11-21T23:26:47Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Ads */  Grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:821px; font-family: verdana; color: #AF7817; font-size:90%&amp;quot; align=center CELLPADDING=0 CELLSPACING=0&lt;br /&gt;
| style=&amp;quot;width:821px; border-top:solid 2px #AF7817; border-left:solid 2px #AF7817; border-right:solid 2px #AF7817;&amp;quot;|[[Image:Jungle drums title.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:850px; font-family: verdana; color: black; font-size:90%&amp;quot; align=center CELLPADDING=0 CELLSPACING=0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:800px; padding:10px; background-color: #EFEADE; border-left:solid 2px #AF7817; border-right:solid 2px #AF7817; border-top:solid 2px #AF7817; border-bottom:solid 2px #AF7817&amp;quot;| &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;padding:10px; vertical-align:top; float: right; background-color:#DDD1B9; border:solid 2px #AF7817&amp;quot; &lt;br /&gt;
| &amp;lt;center&amp;gt; &amp;lt;font size=3&amp;gt;Publications&amp;lt;/font size&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''Current Issue'''&lt;br /&gt;
&lt;br /&gt;
''No issues yet''&lt;br /&gt;
&lt;br /&gt;
'''Past Issues'''&lt;br /&gt;
&lt;br /&gt;
''No issues yet''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Jungle Drums is a magazine for the native community, which provides interesting articles about subjects that matter to us.&lt;br /&gt;
We publish all kinds of material, ranging from news and investigations to stories and guides.&lt;br /&gt;
So if you'd like to read what other natives like you have written, this is your place.&lt;br /&gt;
And if you want to contribute something yourself, you are of course very welcome to do so.&lt;br /&gt;
&lt;br /&gt;
==Ads==&lt;br /&gt;
Want an ad in our newspaper? Make sure you are satisfied with it, then [[Special:Upload|upload]] it. There are no restrictions on what type of ad you upload, just remember to keep it [[Roleplaying|in character]]. There is no cost for having an ad in Jungle Drums, but that's likely to change in the future.&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
Jungle Drums strives to obtain the best of information, which includes guides. Want one to get noticed but not part of Jungle Drums? Feel free to give us a holler and we'll put a permanent link here, free of charge.&lt;br /&gt;
&lt;br /&gt;
==News team==&lt;br /&gt;
''In alphabetical order:''&lt;br /&gt;
&lt;br /&gt;
*[[User:Armadox|Armadox the Butcher]]&lt;br /&gt;
*[[User:Keiichi|A rat]]&lt;br /&gt;
*[[User:0000FF Beard|Chief Cookpot]]&lt;br /&gt;
*[[User:Foo Fighter|Foo]]&lt;br /&gt;
*[[User:Lama|lama]]&lt;br /&gt;
*[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
*[[User:Zeek|Zeek]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Category:Newspaper]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Character_classes&amp;diff=16352</id>
		<title>Character classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Character_classes&amp;diff=16352"/>
		<updated>2007-11-16T00:36:09Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: Revamped starting inventories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are nine '''character classes''' in Shartak, and each player must choose one when they begin playing. Each class is capable of having a similar game experience, but there are some differences in mechanics and abilities which lead to unique playing styles.&lt;br /&gt;
&lt;br /&gt;
The classes have different [[HP]] limits, [[Items|starting inventories]], and [[Skills|skill]] opportunities. Players in all classes begin the game with 175 [[AP]] and regenerate one AP every 20 minutes. Scouts and explorers regenerate AP until they have 80, while 75 is the regeneration limit for all other players.&lt;br /&gt;
&lt;br /&gt;
== Native classes ==&lt;br /&gt;
Natives are the original inhabitants of Shartak. They dwell in three villages deep in the jungle: [[Dalpok]], [[Raktam]], and [[Wiksik]]. All natives can understand one another and use items such as [[blowpipe]]s and [[healing herbs]] by default.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
:''Tracking the outsiders all the way home'' / New ''I'm tracking those outsiders all the way to their camp.''&lt;br /&gt;
*50 HP&lt;br /&gt;
*80 AP (maximum)&lt;br /&gt;
*Starts in a native [[camp]]&lt;br /&gt;
*Can learn ''[[trailblazing]]''&lt;br /&gt;
&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;
=== Warrior ===&lt;br /&gt;
:''I just want to fight those outsiders'' / New ''I'll poison those darn outsiders with my blowpipe and darts.''&lt;br /&gt;
*60 HP&lt;br /&gt;
*75 AP (maximum)&lt;br /&gt;
*Starts in a native [[camp]] &lt;br /&gt;
*Can learn ''[[blowpipe training]]'' and ''[[advanced blowpipe training]]''&lt;br /&gt;
&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;
=== Villager ===&lt;br /&gt;
:''Just your average native'' / New ''I know how to handle animals and can find things that others can't.''&lt;br /&gt;
*55 HP&lt;br /&gt;
*75 AP (maximum)&lt;br /&gt;
*Starts in a native [[camp]] &lt;br /&gt;
*Can learn ''[[animal affinity]]'', ''[[scavenging]]'' and ''[[seance]]''&lt;br /&gt;
&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;
=== Shaman ===&lt;br /&gt;
:''One day, you too can bring spirits back'' / New ''Spirits don't bother me any more, I'll exorcise them!''&lt;br /&gt;
*50 HP&lt;br /&gt;
*75 AP (maximum)&lt;br /&gt;
*Starts in a native [[camp]]&lt;br /&gt;
*Can learn ''[[seance]]'' and ''[[exorcism]]'' and ''[[Spirit Summoning]]'' and ''[[Malevolence]]''.&lt;br /&gt;
&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;
== Outsider classes ==&lt;br /&gt;
Outsiders are newcomers to Shartak. They have established coastal settlements at [[Derby]], [[Durham]], and [[York]]. A group of pirates have also begun to roam the island, using their [[shipwreck]] as their camp. All outsiders can understand one another and use items such as [[rifle]]s, [[GPS unit]]s and [[first aid kit]]s by default.&lt;br /&gt;
&lt;br /&gt;
=== Explorer ===&lt;br /&gt;
:''Was it left at that tree or right?'' / New ''Blazing trails across the island, that's me!''&lt;br /&gt;
*50 HP&lt;br /&gt;
*80 AP (maximum)&lt;br /&gt;
*Starts in an outsider [[camp]] &lt;br /&gt;
*Can learn ''[[trailblazing]]''&lt;br /&gt;
&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;
=== Soldier ===&lt;br /&gt;
:''Weapons are my area of expertise'' / New ''Firearms are my area of expertise so watch out.''&lt;br /&gt;
*60 HP&lt;br /&gt;
*75 AP (maximum)&lt;br /&gt;
*Starts in an outsider [[camp]] &lt;br /&gt;
*Can learn ''[[firearms training]]'' and ''[[advanced firearms training]]''&lt;br /&gt;
&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;
=== Settler ===&lt;br /&gt;
:''Just your average outsider'' / New ''I'm good at handling animals and scavenging supplies.''&lt;br /&gt;
*55 HP&lt;br /&gt;
*75 AP (maximum)&lt;br /&gt;
*Starts in an outsider [[camp]] &lt;br /&gt;
*Can learn ''[[animal affinity]]'', ''[[scavenging]]'' and ''[[seance]]''&lt;br /&gt;
&lt;br /&gt;
Starting inventory:&lt;br /&gt;
*Machete&lt;br /&gt;
*Bottle of beer&lt;br /&gt;
*Piece of driftwood&lt;br /&gt;
*Five first aid kits&lt;br /&gt;
&lt;br /&gt;
=== Scientist ===&lt;br /&gt;
:''Don't try to get technical with me'' / New ''I'm good at healing in an emergency, and know when others are wounded.''&lt;br /&gt;
*50 HP&lt;br /&gt;
*75 AP (maximum)&lt;br /&gt;
*Starts in an outsider [[camp]] &lt;br /&gt;
*Can learn ''[[advanced triage]]'' and ''[[emergency first aid]]''.&lt;br /&gt;
&lt;br /&gt;
Starting inventory:&lt;br /&gt;
*Machete&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
*Two pieces of driftwoof&lt;br /&gt;
&lt;br /&gt;
=== Pirate ===&lt;br /&gt;
:''Me ship hit rocks an' now I be stranded on th' isle, arrr.''&lt;br /&gt;
*65 HP&lt;br /&gt;
*75 AP (maximum)&lt;br /&gt;
*Starts at the [[shipwreck]]&lt;br /&gt;
&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;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Skills&amp;diff=16334</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Skills&amp;diff=16334"/>
		<updated>2007-11-13T02:47:19Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Generic skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
'''Skills''' give players special or improved abilities. Some require that you learn other skills first, and a few are available only to a certain [[Character classes|character class]] or side. Skills are bought with [[XP]].&lt;br /&gt;
&lt;br /&gt;
Certain skills, like ''haunting scream'' and ''basic tracking'', unlock actions which consume [[AP]]. Other skills, like ''trekking'' and ''close quarter combat'', are passive and do not need to be activated after being purchased for the player to benefit from them. While most skills in a tree have effects that stack on one another, ''haunting scream'' and ''shocking shriek'' remain individual skills (but ''banshee wail'' will replace ''shocking shriek'').&lt;br /&gt;
&lt;br /&gt;
Learning an initial skill costs 100 XP. After that, each learned skill costs 25 XP more than the previous one, until you reach level 30. Hence the formula for a skill's XP cost is ''100 + 25 * (your level)''. (Your character's level, which you can see in your profile, is the number of skills you have learned.) To go from level 30 to 31 costs 1000 XP, and each level above that requires an additional 200 XP. So the above formula is modified to read ''1000 + 200 * ((your level) - 30)''.&lt;br /&gt;
&lt;br /&gt;
A pirate needs 15550 XP to buy the 32 available skills.  Explorers and Scouts need 17300 XP for their 33 skills. Soldiers, scientists, warriors and shamans will have spent 19075 XP after buying all 34 skills available to them.  Settlers and villagers spend 22875 XP to buy their 36 available skills.&lt;br /&gt;
&lt;br /&gt;
== Generic skills ==&lt;br /&gt;
&lt;br /&gt;
* '''Basic language''' - Understand the smaller words of foreign languages&amp;lt;br /&amp;gt;See [[Language]] for more information.&lt;br /&gt;
** '''Advanced language''' - Better understanding of foreign languages&lt;br /&gt;
*** '''Expert language''' - Full comprehension of foreign languages&lt;br /&gt;
**** '''Foreign Writing''' - Not only can you understand foreign languages, you can also write it well enough to be understood&lt;br /&gt;
**** '''Foreign Speech''' - Not only can you understand foreign languages, you can also speak it well enough to be understood&lt;br /&gt;
&lt;br /&gt;
* '''Close quarter combat''' - Gain 10% to hit with melee attacks ''(e.g., 20% to 30% with a machete)''&lt;br /&gt;
** '''Advanced close quarter combat''' - Gain 15% to hit with melee attacks ''(e.g., 30% to 45% with a machete)''&lt;br /&gt;
*** '''Balanced Stance''' - Sometimes turn a miss into a glancing blow.&lt;br /&gt;
&lt;br /&gt;
* '''Body building''' - Increases melee damage ''(+1 damage; e.g., 2 to 3 with a machete)''&lt;br /&gt;
** '''Stamina''' - Increases max HP by 20&lt;br /&gt;
&lt;br /&gt;
* '''Ghostly whisper''' - Allows spirits to communicate&amp;lt;br /&amp;gt; With ''ghostly whisper'', spirits can speak to any player that has the ''sixth sense'' skill. Other spirits can hear ghostly whispers, even if they lack ''sixth sense''. &lt;br /&gt;
** '''Haunting scream''' - Attract other spirits and scare nearby living players&amp;lt;br /&amp;gt; It is believed that ''haunting scream'' gives spirits a chance of dealing 1 [[HP]] of damage to living players in the area at the cost of 1-2 [[AP]]. All nearby players hear the scream, and some percentage of them take damage. It is believed that a spirit receives 0-2 [[XP]] per scream depending upon the number of listeners (perhaps 0, 1, 2+ yields 0, 1, 2 XP). &lt;br /&gt;
*** '''Shocking shriek''' - Scare nearby living players&amp;lt;br /&amp;gt; ''Shocking shriek'' is similar to ''haunting scream'' but allows spirits to deal more damage to players they frighten. Shocking shriek is superceded and replaced by the more powerful banshee wail. &lt;br /&gt;
**** '''Banshee wail''' - Frighten nearby living players&amp;lt;br /&amp;gt; Spirits with ''banshee wail'' can emit powerful wails for a cost of up to 6 AP per wail. All characters in the area of effect hear the wail, and a small percentage of hearers take 4 HP of damage. XP reward for wailing is 0-15 XP per wail depending on damage caused, averaging 8 XP in crowded locations. &lt;br /&gt;
**** '''Possession''' - Be able to possess the bodies of the living, Allowing you to force you to make them Write or Say something. Speaking costs 3AP, Writing costs 4AP (may be variable, untested).&amp;lt;br /&amp;gt;Unavailable to players below level 10.&lt;br /&gt;
***** '''Forceful possession'''  - Sometimes a stronger presence is needed to be able to possess the living, Allows you to force the person to attack people near them. Costs 6AP (may be variable, untested).&amp;lt;br /&amp;gt;Unavailable to players below level 25.&lt;br /&gt;
&lt;br /&gt;
* '''Exploration''' - Helps you remember some of the places you've been&amp;lt;br /&amp;gt;Enables the &amp;quot;Map&amp;quot; button, which gives you a large-scale map of places you've visited while alive and haven't forgotten.&lt;br /&gt;
** '''Cartography''' - Stops you forgetting anywhere you've visited&amp;lt;br /&amp;gt;Note that map information is rarely forgotten and that meta-gamers can use the [http://mattandchristy.net/sharmap/ Shartak overlay].&lt;br /&gt;
** '''Trekking''' - Faster movement through the jungle&amp;lt;br /&amp;gt;Makes movement through grassland, beach, and [[Jungle|d1-d6]] jungle terrain cost 0.5 AP instead of 1.&lt;br /&gt;
*** '''Trailblazing''' - Increased ability to move and chop through dense jungle ''('''explorers and scouts only''')''&amp;lt;br /&amp;gt;Makes jungle chops and movement through [[Jungle|d7-d9]] jungle terrain cost 0.5 AP instead of 1.&lt;br /&gt;
** '''Swimming''' - Faster movement through water&amp;lt;br /&amp;gt;Makes movement through water cost 1 AP instead of 2; deep water costs 2 AP to move through instead of 3.&lt;br /&gt;
&lt;br /&gt;
* '''Basic tracking''' - With some difficulty, you can track animals and people. ''(2 AP; e.g., &amp;quot;wild boar went south&amp;quot;)''&amp;lt;br /&amp;gt;See [[Tracking]] for more information.&lt;br /&gt;
** '''Advanced tracking''' - You can track animals and people who were here recently. ''(1.5 AP; often gives 3-6 most recent tracks)''&lt;br /&gt;
*** '''Expert tracking''' - You can track animals and people who were here several days ago. ''(1 AP?)''&lt;br /&gt;
**** '''Tracking mastery''' - Tracking animals and people is nearly effortless.&lt;br /&gt;
&lt;br /&gt;
* '''Clan leadership''' - Allows you to start your own clan or help lead one.&amp;lt;br /&amp;gt;Unavailable to players below level 5.&lt;br /&gt;
&lt;br /&gt;
* '''Sixth sense''' - Sense presence of and hear spirits&lt;br /&gt;
** '''Psychic recognition''' - Lets you recognise active spirits&lt;br /&gt;
*** '''Seance''' - Holding a seance can identify passive spirits ''('''settlers, shamans and villagers only, 5AP?''')''&lt;br /&gt;
*** '''Exorcism''' - Exorcise spirits from areas for 4AP ''('''shamans only''')''&lt;br /&gt;
***'''Spirit Summoning''' - Summons spirits for 5 AP (range unknown) ''('''shamans only''')''&lt;br /&gt;
***'''Malevolence''' - Makes all spirits in the area release a wail or a banshee wail for 2-5AP ''('''shamans only''')''&lt;br /&gt;
&lt;br /&gt;
* '''Haggling''' - Be able to obtain slightly better prices from some traders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Digging]]''' -Be able to dig deep holes.&lt;br /&gt;
&lt;br /&gt;
* '''Native knowledge''' - Outsiders gain basic native knowledge ''('''outsiders only''')''&amp;lt;br /&amp;gt;Allows outsiders to use and recognize items such as blowpipes (and poison darts) and healing herbs (which normal outsiders see as &amp;quot;dried herbs&amp;quot;) and to tell the difference between tasty and poison berries (which normal outsiders can only do by eating them).&lt;br /&gt;
&lt;br /&gt;
* '''Outsider knowledge''' - Natives gain basic outsider knowledge ''('''natives only''')''&amp;lt;br /&amp;gt;Allows natives to use and recognize items such as rifles (and bullets), first aid kits, and GPS units.&lt;br /&gt;
&lt;br /&gt;
* '''Triage''' - Be able to tell who is most injured &amp;lt;br /&amp;gt;Shows the hit point total of the wounded character who currently has the fewest hit points (not necessarily the most damaged character). &lt;br /&gt;
** '''Natural medicine''' - Heal 10 HP with healing herbs ''('''natives only''')''&lt;br /&gt;
** '''First aid''' - Heal 10 HP with first-aid kit ''('''outsiders only''')''&lt;br /&gt;
&lt;br /&gt;
* '''Blowpipe use''' - Lowers AP cost of firing blowpipe.&lt;br /&gt;
&lt;br /&gt;
== Settler and villager skills == &lt;br /&gt;
* '''Animal affinity''' - Lessens the chance of animals attacking ''('''settlers and villagers only''')''&lt;br /&gt;
* '''Scavenging''' - Assists in finding things within certain areas ''('''settlers and villagers only''')''&amp;lt;br /&amp;gt;Improves [[search odds]] by an unknown amount in certain (unknown) areas.&lt;br /&gt;
&lt;br /&gt;
== Soldier skills ==&lt;br /&gt;
&lt;br /&gt;
* '''Firearms training''' - Gain 20% on firearms attacks ''(20% to 40%; '''soldiers only''')''&lt;br /&gt;
** '''Advanced firearms training''' - Gain 20% on firearms attacks ''(40% to 60%; '''soldiers only''')''&lt;br /&gt;
&lt;br /&gt;
== Warrior skills ==&lt;br /&gt;
&lt;br /&gt;
* '''Blowpipe training''' - Gain 20% on blowpipe accuracy ''(20% to 40%; '''warriors only''')''&lt;br /&gt;
** '''Advanced blowpipe training''' - Gain another 20% on blowpipe accuracy ''(40% to 60%; '''warriors only''')''&lt;br /&gt;
&lt;br /&gt;
== Scientist skills ==&lt;br /&gt;
&lt;br /&gt;
*'''Advanced triage''' - be able to see all injured characters in the same square&lt;br /&gt;
*'''Emergency first aid''' - Slowly heal yourself without the use of a medical kit.&lt;br /&gt;
&lt;br /&gt;
== Skill Progression Table ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Level !! Starting XP !! XP Required to Advance&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 225 || 150&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 375 || 175&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 550 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 750 || 225&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 975 || 250&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1225 || 275&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1500 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 1800 || 325&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2125 || 350&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 2475 || 375&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 2850 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3250 || 425&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 3675 || 450&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4125 || 475&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 4600 || 500&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 5100 || 525&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 5625 || 550&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 6175 || 575&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 6750 || 600&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 7350 || 625&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 7975 || 650&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 8625 || 675&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 9300 || 700&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 10000 || 725&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 10725 || 750&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 11475 || 775&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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| 35 || 20875 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 36 || 22875 || 2200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Raktam&amp;diff=16330</id>
		<title>Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Raktam&amp;diff=16330"/>
		<updated>2007-11-12T23:08:01Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Groups Operating Raktam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_raktam.png&lt;br /&gt;
| cx          = -70322&lt;br /&gt;
| cy          = 26469&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Najdam&lt;br /&gt;
| shaman_gps  = [-70.322,+26.469]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tik&lt;br /&gt;
| trader_gps  = [-70.319,+26.472]&lt;br /&gt;
| trader_loc  = (11,05)&lt;br /&gt;
| ammo_gps    = [-70.324,+26.474]&lt;br /&gt;
| ammo_loc    = (06,03)&lt;br /&gt;
| medical_gps = [-70.323,+26.473]&lt;br /&gt;
| medical_loc = (07,04)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Raktam''' is one of the three native [[camp]]s on Shartak. Located in the island's northern interior, it consists of twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Najdam keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Raktam - Territory Map'''&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Raktam&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Raktam&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
:''(xx,yy) coordinates refer to the territory map above, while [xx.xxx,yy.yyy] are GPS coordinates.''&lt;br /&gt;
* Wurzug's healing hut is at (07,04) or [-70.323,+26.473] in the northern part of the village. Wurzug &amp;quot;has been busy preparing healing herbs and has left plenty of small bundles of herbs hanging from the ceiling whilst they dry out.&amp;quot; His hut is the spiritual headquarters of the [[Raktamites]]. Healing and the means to carry it out are offered here.&lt;br /&gt;
&lt;br /&gt;
* [[The Raktam Tavern]] is at (09,04) or [-70.321,+26.473] in the northern part of the village, offering shelter and murky brown liquids to natives and friendly outsiders alike.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Groups Operating Raktam==&lt;br /&gt;
Although not a very populus town, Raktam has the following groups operating in it:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=222 The Royal Court of Greater Raktam]&lt;br /&gt;
*[[The Aztec Empire]]&lt;br /&gt;
*[[Raktamites]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Raktam&amp;diff=16329</id>
		<title>Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Raktam&amp;diff=16329"/>
		<updated>2007-11-12T23:07:26Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Groups Operating Raktam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_raktam.png&lt;br /&gt;
| cx          = -70322&lt;br /&gt;
| cy          = 26469&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Najdam&lt;br /&gt;
| shaman_gps  = [-70.322,+26.469]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tik&lt;br /&gt;
| trader_gps  = [-70.319,+26.472]&lt;br /&gt;
| trader_loc  = (11,05)&lt;br /&gt;
| ammo_gps    = [-70.324,+26.474]&lt;br /&gt;
| ammo_loc    = (06,03)&lt;br /&gt;
| medical_gps = [-70.323,+26.473]&lt;br /&gt;
| medical_loc = (07,04)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Raktam''' is one of the three native [[camp]]s on Shartak. Located in the island's northern interior, it consists of twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Najdam keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Raktam - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Raktam&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Raktam&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
:''(xx,yy) coordinates refer to the territory map above, while [xx.xxx,yy.yyy] are GPS coordinates.''&lt;br /&gt;
* Wurzug's healing hut is at (07,04) or [-70.323,+26.473] in the northern part of the village. Wurzug &amp;quot;has been busy preparing healing herbs and has left plenty of small bundles of herbs hanging from the ceiling whilst they dry out.&amp;quot; His hut is the spiritual headquarters of the [[Raktamites]]. Healing and the means to carry it out are offered here.&lt;br /&gt;
&lt;br /&gt;
* [[The Raktam Tavern]] is at (09,04) or [-70.321,+26.473] in the northern part of the village, offering shelter and murky brown liquids to natives and friendly outsiders alike.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Groups Operating Raktam==&lt;br /&gt;
Although not a very populus town, Raktam has the following groups operating in it:&lt;br /&gt;
&lt;br /&gt;
*The Royal Court of Greater Raktam&lt;br /&gt;
*[[The Aztec Empire]]&lt;br /&gt;
*[[Raktamites]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Newcomers_Guide&amp;diff=16328</id>
		<title>Newcomers Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Newcomers_Guide&amp;diff=16328"/>
		<updated>2007-11-12T18:21:20Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Helpful Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Things to know about playing Shartak==&lt;br /&gt;
*Shartak is a slow paced game.  This isn't Doom; you won't be slaughtering enemies left and right.  You'll be traveling through the jungle, searching for supplies, healing wounds, hunting [[animals]] (or people).  That takes time.&lt;br /&gt;
*Shartak is what you make it.  There are no defined goals that you have to or are encouraged to achieve.  You can explore the island, provide healing, hunt animals, fight other players or trade goods between [[Settlement|settlements.]]  It's up to you.&lt;br /&gt;
*Shartak can be fun playing as a lone explorer or hunter, but you can also play and have a lot of fun as a member of a [[clan]] or just interacting with other players.  Shartak also has an [http://forum.shartak.com/ active forum] where you can seek advice or other people to play with.&lt;br /&gt;
&lt;br /&gt;
==Tips for starting out==&lt;br /&gt;
*The Island is a dangerous place:&lt;br /&gt;
**Make sure you're well supplied before venturing out from your starting location.  See below for recommended supplies.&lt;br /&gt;
**Navigation is not easy.  Until you acquire a GPS and/or the exploration skill, be wary of getting lost.&lt;br /&gt;
**The Island is filled with dangers.  Expect to die easily, unless you take precautions.  You can revive (c.v.) fairly easily, so don't let it get you down.&lt;br /&gt;
&lt;br /&gt;
==Must have skills==&lt;br /&gt;
These [[skills]] are what you should probably pick first, whether you're a bloodthirsty pirate or the friendly neighbourhood shaman.&lt;br /&gt;
*'''Body Building''' (a pre-request for stamina, adds 1 damage to your melee attack)&lt;br /&gt;
:*'''Stamina''' (adds 20hp, making you harder to kill)&lt;br /&gt;
*'''Exploration''' (helps give you a vague sense of direction, even if your map isn't filled in completely)&lt;br /&gt;
:*'''Trekking''' (reduces movement through jungle significantly, thus saving AP for fighting, healing etc)&lt;br /&gt;
*'''Outsider/Native Knowledge''' (you can't use the healing items of the opposite faction without this)&lt;br /&gt;
*It's also recommended to have at least one [[language]] skill, as you can partly make out what the other faction is saying, somewhat.&lt;br /&gt;
&lt;br /&gt;
==Recommended adventuring supplies==&lt;br /&gt;
The following is a recommended list of [[Items]] that you consider equipping yourself with for your adventures on the Island:&lt;br /&gt;
*3 machetes or cutlasses. Useful for chopping trees and wildlife.  3? Because the first one is guaranteed to break at the worst possible time.&lt;br /&gt;
*1 sharpening stone.  Don't wield a blunt machete or cutlass - use your sharpening stone.&lt;br /&gt;
*A lot of healing supplies.  You never know what you'll run into out in the jungle, and you'll live a lot longer if you've got a supply of first aid kits and healing herbs.  Bottles or gourds filled with fresh water or fruit juice provide less healing that first aid kits, but can be refilled at rivers and lakes. Fruits and berries can be found at trees in the jungle, but these heal only small amounts of damage, and should only be used in an emergency. &lt;br /&gt;
*If you're a soldier or warrior, you may want to check out rifles and blowpipes.  If you do, carry a lot of spare ammo for rifles and blowpipes.&lt;br /&gt;
*1 knife or dagger. These allow you to leave messages on trees and huts.&lt;br /&gt;
*1 GPS unit.  Initially, only outsiders and pirates can use these; however, natives with outsider knowledge can also make use of them.&lt;br /&gt;
&lt;br /&gt;
==Character Basics==&lt;br /&gt;
* [[Gameplay#Action_Points|Action Points (AP)]] govern how much your character can do in a day. When they hit zero, you can't do anything until they've recharged.   They recharge at one every twenty minutes.&lt;br /&gt;
* [[Gameplay#Hit_Points|Hit Points (HP)]] reflect how many hits your character can take before dying.  You can restore HP with healing.  When they hit zero, your character [[Death|dies and enters the spirit world]], from which you can [[Death#Returning_to_life|return to life]] through the Island's Shamans.&lt;br /&gt;
* [[XP|Experience Points (XP)]] reflect your character learning from their experiences.  As they increase, your character can learn new [[skills]].&lt;br /&gt;
&lt;br /&gt;
==Villages==&lt;br /&gt;
[[Camp|Villages]] play a major role in Shartak.  They are generally the centers of role-playing activity within the game and they contain supply huts, the primary sources of supplies.  Towns also contain shamans, providing a reliable respawn point to all players.  Any player killed has the option of reviving in their hometown for 25 action points or at the nearest wandering shaman for 50 action points.&lt;br /&gt;
&lt;br /&gt;
===Village fixtures===&lt;br /&gt;
All six villages have certain structures in common. The shipwreck is somewhat different (see below).  It should be noted that huts cannot be destroyed, but they can be hidden by thick jungle. &lt;br /&gt;
*Empty huts.  These are the most common type of hut.  They can be found in the jungle or at any settlement other than the Shipwreck.  Some may be occupied by players now.  Many clans and players have laid claim to certain huts as their territory.  However, most clans do not particularly mind a friendly visitor. &lt;br /&gt;
*Medical huts.  These huts can be searched for supplies.  They stand a reasonably good chance of supplying first aid kits (in outsider settlements) and healing herbs (in native settlements).  They also provide other supplies such as machetes, bottles of water, knives, etc. These are the best source of medical supplies for players.&lt;br /&gt;
*Ammunition huts.  These huts are vital for soldiers and warriors.  They provide ammunition appropriate for these classes' weaponry, along with providing additional rifles or blowpipes.  Fighters should search these huts for ranged weaponry and ammunition.  &lt;br /&gt;
*Trader's hut.  These can be found in any settlement. Here, one can trade for supplies or money.  Though searching is useless in this hut, players can acquire supplies they need or sell off those they don't.  However, visiting the same trader too frequently will result in worsened prices.  Additionally, the trader reacts to supply and demand, so prices may fluctuate.&lt;br /&gt;
*Shaman.  The shaman, as mentioned above, provides a stable resource point for players originating from that village.&lt;br /&gt;
&lt;br /&gt;
===Shipwreck===&lt;br /&gt;
Unlike other villages, the [[shipwreck]] site holds two structures.  One is the trader's hut, which works like any other trader's hut.  The other structure is the ship itself.  The ship has five rooms.  Each room supplies different items (with the exception of the crow's nest).  Cutlasses can be found in the armory or the large hold.  First aid kits can be found in the large hold.  It should be noted that first aid kits have a lower find rate at the shipwreck than at any other settlement, making them profitable commodities.&lt;br /&gt;
&lt;br /&gt;
==Helpful Links==&lt;br /&gt;
These links should help answer any questions you might have.&lt;br /&gt;
&lt;br /&gt;
*[[Clans]]&lt;br /&gt;
*[[Character classes|Classes]]&lt;br /&gt;
*[[Gameplay]]&lt;br /&gt;
*[[Requests for information]]&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
*[[Terrain]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
*[[Parchment Pages]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Classes&amp;diff=16315</id>
		<title>Suggestions:Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Classes&amp;diff=16315"/>
		<updated>2007-11-11T20:30:10Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: Starting Items suggestion wikified.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Class}}&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&amp;quot;. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Missionary&amp;quot; might be a better term, I think, than priest. It carries a better message for the whole colonial thing. I like the idea of having religious figures in the game. Makes it a tad more realistic.--[[User:Wifey|Wifey]] 06:40, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: The Missionary / Priest would be a better counter class to the Shaman, which are the religious type of the Natives, rather than the technological. In addition, A better counter class to the scientist would also have to be made. Perhaps spy? As in the Native spy had been spying on / stealing technology from the scientists?--[[User:Zydd Soral|Zydd Soral]] 17:02 25 July 2006&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scientist (Rename) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Class, rename|&lt;br /&gt;
suggest_scope=Scientist|&lt;br /&gt;
suggest_description=This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist.|&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;
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes). On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I vote we change the name to doctor because it would be more historically accurate given the chronological context of the game, as most merchant/exploration vessels had doctors, and the majority of doctors during the era where highly educated, trained and scientific. --[[User:A for anarchy|A for anarchy]] 00:42, 23 July 2006 (UTC)&lt;br /&gt;
:*With the recent skill changes for scientists, it certainly makes sense for them to be renamed doctors. [[User:Arminius|Arminius]] 00:21, 27 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*The broadest term I can think of for this is Academic. That covers doctors, scientists, professors, priests, artists, missionaries, whatever. In the early colonial era, pretty much if it can read, it's an Academic. --[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:19, 28 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*'''Oppose'''. &amp;quot;Doctor&amp;quot; suggests that the character does nothing but heal while &amp;quot;scientist&amp;quot; suggests that a player's options are more open (as they are). The new name would be a constraint (if only an artificial one) on a scientist's play style. Classes should be different, in my opinion, but they should not be narrow. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:37, 27 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
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=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:(Obligatory thinly-disguised anti-griefing suggestion) I'd expect that a playable animal would never be able to see humans' names. --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)&lt;br /&gt;
:How would the existing human skill '''Animal Affinity''' affect playable animals? --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)&lt;br /&gt;
::''You go to attack Dr. J but he scratches you under your chin so you decide not to''&lt;br /&gt;
:::Haha, okay, I guess that's sorted after all :) --[[User:Berry|Berry]] 14:26, 7 March 2006 (GMT)&lt;br /&gt;
::::I actually don't think this would be very fun. Animals couldn't use ANY items (ok, maybe monkeys could use the GPS ;), communicate with anyone other than others of their kind (except for out-of-game), couldn't &amp;quot;level&amp;quot; unless whole new sets of skills for each animal class were created and tested. They would essentially exist to eat, and avoid being eaten; not unlike real animals, but not very fun compared to the other classes.--[[User:Jackel|Jackel]] 19:17, 8 March 2006 (GMT)&lt;br /&gt;
:::::Not very fun?  Elephants would be the only characters capable of swinging trees for great damage, monkeys get to swing in trees to avoid attacks and better chances of plucking fruit from the trees, crocs get drowning capability, parrots get all the talking capabilities plus faster movements,  tigers get uber-stealth plus throat-bite, wild boars have charging damage, and the deer get to prance about looking pretty.  But yeah, would require a lot of new sets of skills.  Maybe polymorph should be a skill. --[[User:Frisco|Frisco]] 03:44, 10 March 2006 (GMT)&lt;br /&gt;
:The general idea of playing a sentient animal strikes me as a little too silly.--[[User:Wifey|Wifey]] 07:01, 28 March 2006 (BST)&lt;br /&gt;
:: Make &amp;quot;Shark&amp;quot; a playable race and let it dive under the water, and NPC animals would never attack an animal of their kind unless attacked (though sharks, tigers, crogodiles and so on might). Maybe animals would not be a starting class but an &amp;quot;animal form&amp;quot; skill could be added which gives you the ability to chose one type of animal (choices would be by class, for instance the warrior could chose from tiger, crocodile, and shark) and outsiders could buy it only if they have native knowledge. It would actually be multiple skills, &amp;quot;animal form&amp;quot;, &amp;quot;second animal form&amp;quot;, and possibly &amp;quot;third animal form&amp;quot;. outsiders could not buy the last animal form skill. --[[User:AlexanderRM|AlexanderRM]] 20:30, 22 June 2007 (UTC)&lt;br /&gt;
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=== Native Pirate ===&lt;br /&gt;
Natives should have a pirate equivalent. Natives from nearby islands perhaps? They would have canoes in the water like the pirate ship but they would be more like huts as there would be more than one of them with less stuff in each. Native pirates would have 65 HP and start with a fish and a spear.--[[User:Darkferret|Darkferret]] 04:19, 1 April 2006 (BST)&lt;br /&gt;
:Not every Outsider class has to have a Native equivalent nad vice versa&lt;br /&gt;
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=== Mountain Men ===&lt;br /&gt;
&lt;br /&gt;
i dont know if there are any mountains in the game, as i havent played for long, but there should be a new group of units known as the &amp;quot;mountains men&amp;quot; they would have their own breed of warriors, shamans, etc... they could climb on the mountains (as others could not, atleeast not without a new skill know as &amp;quot;mountain climbing&amp;quot;) this could totally change the game and expand the map, as these new &amp;quot;mountain men&amp;quot; would have their own technical &amp;quot;world&amp;quot; seeing as they just ventured past the mountains and found life so they would have certain items only attainable up in the mountains, like ice, which could act as an &amp;quot;anti&amp;quot; wound where it heals you 1 hp every 3 turns or so and would melt after several days. this could also open up an entirely new class, know as:&lt;br /&gt;
&lt;br /&gt;
trader, they can be played from any view point, mountain trader, native trader, etc... and they would start out with several items (maybe gold too) and they would be like shamans, when you attack them it says &amp;quot;they skillfully dodge you&amp;quot; but instead of never hitting, chances are just extremely low, traders could not attack other players unless they are defending (ie, someone attacks them first) they would have their own skill tree that would include:&lt;br /&gt;
&lt;br /&gt;
+Mountain Climbing&lt;br /&gt;
 +Veteran Climber (uses only 1 AP traversing mountains)&lt;br /&gt;
   &lt;br /&gt;
+Camper (can make wooden huts, but for 60 AP and several required items, huts can be perishable, or collapsable, maybe even just one hut per trader that can be moved)&lt;br /&gt;
&lt;br /&gt;
+Salesman (can set up shop and act like the trading post NPCS)&lt;br /&gt;
 +Bargain Hunter (better chance of finding things, maybe 25%)&lt;br /&gt;
&lt;br /&gt;
all traders (could) start out with al knowledge, as in, outsider knowledge, native, etc... thus letting them communicate better)&lt;br /&gt;
&lt;br /&gt;
traders would be seen differently, as in, they could be yellow, where mountain men would be brown.&lt;br /&gt;
&lt;br /&gt;
Items would follow (my ideas):&lt;br /&gt;
&lt;br /&gt;
Club: like machete, can cut through trees and has 20% chance to hit&lt;br /&gt;
Rock: easiest projectile, acts like blowpipe, single use, button added &amp;quot;find rock&amp;quot; in-game&lt;br /&gt;
Rope: can tie people up until they spend 10AP getting out&lt;br /&gt;
Log: acts like greatsword, dealing 8 damage (geez, what, a log swung at you wont do big damage?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CAVES: could also be implemented, they would act like huts, can only be carved on with a machete or club (as in, a man beats a meessage into the soft rock.. i dont know how though...)&lt;br /&gt;
GREAT CAVE: would act like an exclusive mountain man power-up, it is basically a great hall, when searching, there is a 20% better chance of finding food and rocks, also where shaman is, and trading post.&lt;br /&gt;
&lt;br /&gt;
MOUNTAIN TOP: several of these would be implemented, once at the top, players could see the island, getting to the top would be like entering a hut, except it would look like this&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(down)  (empty spot)    (up)                 &lt;br /&gt;
&lt;br /&gt;
moving onto a down, or up, would move players up or down a floor, mountains would usually be 10-15 floors, sometimes &amp;quot;creatures&amp;quot; could be found, heres my &amp;quot;creature&amp;quot; list:&lt;br /&gt;
&lt;br /&gt;
Bat, 1dmg    8hp   (basically, a mountain parrot)&lt;br /&gt;
Dire Wolf, 4dmg  25hp (a strong tiger)&lt;br /&gt;
Gremlins, 5 dmg 50hp (they are like, disgruntled mountain people)&lt;br /&gt;
&lt;br /&gt;
other creatures could be added.&lt;br /&gt;
once at the top of the mountain, players could see the island in DETAIL, as in, the island would be viewed in blocks, like urbandead, except players could be seen, no names, justthe number of people.&lt;br /&gt;
&lt;br /&gt;
suggestions would be appreciated&lt;br /&gt;
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'''Comments:'''&lt;br /&gt;
*Honestly... I don't like it. I don't mean to be rude or harsh. I can see that you've put a lot of work into this. Still, it seems like it would be a lot of work for poor Simon with very little gain. I mean, what ''really'' distinguishes them from the natives and outsiders? They go up mountains? They get a special and highly complex area of the map only available to them? Again... I don't like it.--[[User:Wifey|Wifey]] 06:49, 28 March 2006 (BST)&lt;br /&gt;
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===Mysterious Beings===&lt;br /&gt;
&lt;br /&gt;
Ok, so, in several survivor movies, there are aliens on the island, (thinking of lord of the flies) and sometimes the aliens just turn out to be people or sumtin, anyway, aliens could decieve players by disguising themselves as either outsiders, or natives, a button could be placed that would function like an attack button:&lt;br /&gt;
 Disguise:| outsider| native| Mountain Man|&lt;br /&gt;
and etc. if a disguised alien is killed, the player recieves a small exp bonus, as they just killed someone acting fishy and saved their village etc...&lt;br /&gt;
&lt;br /&gt;
:I can already see the rampant spying and problems this would cause. Why would anyone want to play as just an Outsider or Native anymore? These super beings would enjoy all the benefits of both without any of the drawbacks. Anyways, I doubt Shartak will ever support extraterrestrial life. --[[User:One of many doctors|One of many doctors]] 16:45, 8 April 2006 (BST)&lt;br /&gt;
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===Ghosts===&lt;br /&gt;
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when ghosts die they should have the option of going to the &amp;quot;necropolis&amp;quot; which would be where there are no plants or trees, and special &amp;quot;ghostly&amp;quot; items could be found. if one so unlucky outsider or native were to step into the &amp;quot;necropolis&amp;quot; they could be:| A. turned instantly into a ghost because of miasmas in the air| B.  able to be attacked by ghosts, but not attack back| have something unlucky happen, like an item is taken away at random, or 25 hp is taken away|&lt;br /&gt;
the necropolis could also have a &amp;quot;ghost&amp;quot; trader that would act like a normal trader, but would have items for cheap. now, when i say &amp;quot;cheap&amp;quot; i mean at the cost of no items, bear with me now, items in necropolis would not cost items, yet cost EXPERIENCE to &amp;quot;buy&amp;quot; from the trader, thus balancing the &amp;quot;necropolis&amp;quot;&lt;br /&gt;
several abilities could be introduced making entirely new classes for ghosts:|&lt;br /&gt;
* '''ghostly charm''' ghosts cannot be seen by outsiders unless attacking&lt;br /&gt;
** '''ghostly weaponry''' allows ghosts to hurt the living, but can also be attacked.&lt;br /&gt;
&lt;br /&gt;
* '''ghost bag''' allows ghosts to search and find items like normal players&lt;br /&gt;
** '''ghost hands''' allows ghosts to use items&lt;br /&gt;
&lt;br /&gt;
* '''ghost glyphs''' allows ghosts to &amp;quot;bless&amp;quot; players and ghosts (as ghosts will be MUCH weaker than players, like, only 15-25 hp)&lt;br /&gt;
** '''ghostly whisper''' blesses a LIVING player and allows them to funtion as a ghost for 50AP per blessing&lt;br /&gt;
** '''angry aura''' +1 attack strength, -5% to hit lasts 50AP (blessing)&lt;br /&gt;
*** '''sad aura''' -2 attack strengh (no negatives) +40% to hit, lasts 50AP(blessing)&lt;br /&gt;
** '''disipated aura''' can move like a ghost, 1AP for every move, lasts 50AP(blessing)&lt;br /&gt;
*** '''observant aura''' can explore squares around location without visiting them, 50AP(blessing)&lt;br /&gt;
**** '''godly aura''' +2 attack strength +30% to hit, lasts 100AP,(blessing)&lt;br /&gt;
&lt;br /&gt;
godly aura requires atleast 3 blessings to be bought.&lt;br /&gt;
special weapons that are available only to ghosts with &amp;quot;ghost hands&amp;quot; and arent shown in inventory if revived, but are still there:|&lt;br /&gt;
ghost sword same stats as machete, except +10% to hit&lt;br /&gt;
ghostly fluid: acts like first aid kit&lt;br /&gt;
sacrificial ectoplasm: acts like poisonous berries|&lt;br /&gt;
&lt;br /&gt;
the entire ghost tree (aside from blessings) will look like this:|&lt;br /&gt;
*'''living knowledge''' (acts like outsider knowledge and native&lt;br /&gt;
**'''ghostly Commune''' allows ghosts to talk to humans&lt;br /&gt;
*'''ancient knowledge''' +1 to attack damage +10% to hit&lt;br /&gt;
**'''ancient plethora of knowledge''' +15% to hit, does stack.&lt;br /&gt;
*'''lost and found''' outsiders and natives often lose things, this skill allows ghosts to &amp;quot;search&amp;quot; for items &amp;quot;lost&amp;quot; by them&lt;br /&gt;
*'''wraith form''' allows ghosts to  be seen but can only talk and move, no other actions&lt;br /&gt;
**'''polterghiest form''' uses energy (10-20AP) to swing objects around, 40% chance of hurting everyone in block with 1-2 damage|&lt;br /&gt;
|&lt;br /&gt;
POLITICS|&lt;br /&gt;
|&lt;br /&gt;
ghosts can purchase &amp;quot;politics of the gods&amp;quot; as a skill and can run for &amp;quot;office&amp;quot; in the &amp;quot;necropolis&amp;quot; one single ghost will be elected and can demand sacrifices from villages who will have a &amp;quot;pot&amp;quot; in the center of town that players can &amp;quot;donate&amp;quot; items and dead bodies, if the &amp;quot;uber ghost&amp;quot; is not please, said persons can send &amp;quot;plague down on towns&amp;quot; such as 10 elephants rushing in, or the trader and shaman to leave for a short time.|&lt;br /&gt;
uber ghosts can also reward villages that &amp;quot;donate&amp;quot; a nice amount by sending prizes and so on to the shamans, anyone in the same block as a shaman will be told:|&lt;br /&gt;
&amp;quot;the shaman bows his head and hands you __________ because the village has pleased the gods&amp;quot;|&lt;br /&gt;
and so on... ghosts can be impeached by ghosts and villages combined, players go to a shaman and click the button &amp;quot;i dont like our ruler&amp;quot; -or- &amp;quot;i like our ruler&amp;quot; and ghosts do the same while in the &amp;quot;necropolis&amp;quot; &lt;br /&gt;
players can only vote once every election and impeachment and ghost political power lasts for 3 months at most. on the last day of said impeachment, any players (regardless of where they are) are shown buttons saying &amp;quot;keep our ruler&amp;quot; or &amp;quot;dont keep our ruler&amp;quot; impeachments can be started if several players (50) complain that the ruler is bad by clicking the button &amp;quot;i dont likee our ruler&amp;quot; at thee shaman or necropolis, these players have already voted if the impeachment starts&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I'm having a similar reaction to this as I did to the Mountain Men. You're not proposing a new class; you're proposing a new faction. I see a whole lot of suggestions, all quite complitcated and required to fit together in some intricate network that will ''supposedly'' improve gameplay for everyone. Really, what I see it doing, though, is adding a new faction to a game that has yet to grow into its two-faction system. Ghosts are supposed to be scary and all (and there's a skill that lets you scare people), but now they're attacking people? I think that, if anything, the first new ghost-related thing that should be added is a shaman-only skill for bringing back the dead.--[[User:Wifey|Wifey]] 06:59, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
**I agree that this is far too complicated, but I don't think reviving should be shaman-only. That gives the natives a big fat advantage. It'd be fine if it was open to the Outsiders as well (probably as a scientist skill: Scientists have basically the same skill tree as the Shaman, including the rest of the spirit skills that are already in).&lt;br /&gt;
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===Suggestion Name===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=A Nomad Class|&lt;br /&gt;
suggest_scope=To help spice up native relations|&lt;br /&gt;
suggest_description=Outsiders Have Pirates to help spice up their game. However Natives have been thrown to the side and are just being Raided on. I think that the Natives need a sub-class to help spice up their game.I think having Nomadic Hunters/Warriors could be just that, they were once a full fledged village but other natives attacked and dwindled their Power. The Nomads from their small camp east of the mountain now hunt game and people with Spears. They still resent the other natives for what they did. .|&lt;br /&gt;
suggest_time=23:28, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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=== Different Pirates===&lt;br /&gt;
How about different classes of Pirate, making them a completely separate group from the Outsiders? There would still be Pirate/Outsider relations as there are Native/Outsider relations now, but the Pirates would have a completely new group (one of the features of this is a different text font, like natives are green)&lt;br /&gt;
             &lt;br /&gt;
Name:     - Description:                                               Starts with:&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
Bandit - Exiled natives, who join the pirates at the shipwreck.             Machete + Knife&lt;br /&gt;
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Bucaneer - Your average rating pirate, a blank slate to be worked on.       Cutlass + Rum x3&lt;br /&gt;
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Armsman - Battle hardened pirates who've seen many battles.                 Flintlock/Cutlass + 10gc&lt;br /&gt;
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Privateer - Pirates who work for a country, when not proforming piracy.     Flintlock/Rifle/Cutlass + Ammo/sharpening stone.&lt;br /&gt;
&lt;br /&gt;
Privateer class should be more of a cross between soldier and pirate, being able to use a rifle. If the flintlocks suggestion is implemented, then they have flintlock and ammo, if not, then rifle and ammo and if they cant have rifles, then cutlass and stone. &lt;br /&gt;
&lt;br /&gt;
I think these could realy separate the pirates from the other classes, giving them a more diverse feel. i'm not as much of a pirate player as i was when i first wrote this suggestion, but i still think that the island would be more even between the powers (eg, privateers are more likely to drift into outsider towns and bandits into native ones, while the others are more likely to be wreck-dwelling.) and the flintlocks suggestion! i'd like to see some more suggestions for it people! [[User:Rozen|Rozen]]&lt;br /&gt;
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{{profile|4862|Rozen}}&lt;br /&gt;
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Suggestions please!&lt;br /&gt;
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How about Armsman starting with Flintlock and Bullets and a Privateer class? [[User:Darkferret|Darkferret]] 20:37, 27 November 2006 (UTC)&lt;br /&gt;
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Sorry i was an age replying, i didn't check back here until now, and i was actualy coming to delete the suggestion. I'll make a privateer class, and revise some of the things, and try to make it look more like a table, but i suck at wiki programing so it'll just be dashes unless Che saves my ass again. and the flintlocks suggestion hasn't been aproved, but i'll still put it in. thanks for the feedback! [User:Rozen|Rozen]]&lt;br /&gt;
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===Medic/Witch Doctor===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Medical class|&lt;br /&gt;
suggest_scope=Healing characters|&lt;br /&gt;
suggest_description=With scientists searching the island for all things new and shamans defending their villages from the dead, noone really has the time to really help the injured. Medics and Witch Doctors have the skills needed to effectively restore their patients health. Starting with 50HP and a FAK/herb they can learn to make FAKs/herbs and use less AP collecting supplies and healing. I don't think it would be practical to the game, but a zombie skill would make it really fun.--[[User:Darkferret|Darkferret]] 01:31, 21 September 2006 (UTC)|&lt;br /&gt;
suggest_time=01:31, 21 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Scientists are now serving as the Outsiders' medics.  I would be interested in seeing natives get a healer class, and in seeing Outsiders get an anti-spirit class, though.  Maybe medicine-man and priest?  Incidentally, the FAK production skill has already been suggested (which isn't to say that I dislike the idea). [[User:Black Joe|Black Joe]]&lt;br /&gt;
:I suggested that scientists should be the antispirit class with the Camera suggestion. Advanced triage and Emergency first aid are not out of place for a scientist, but scientists are really supposed to be more investigative than healing. Medics may share these skills with scientists, making them similar, but they would have a few more medical skills while scientist have more scientific skills. These extra skills don't have to be exactly the same as the ones I suggested. [[User:Darkferret|Darkferret]] 13:58, 22 September 2006 (UTC)&lt;br /&gt;
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===Hunter===&lt;br /&gt;
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Alright, well, I think the natives should have a class devoted to hunting animals. They would start out with a poison blowdart gun, and a knife. The class would have a special skill tree specially for hunting animals, and here it goes....&lt;br /&gt;
&lt;br /&gt;
Snipe- Be able to shoot an animal from a square away. Must be using either a blowdart gun or a rifle to be able to do this. Consumes 2 AP. &lt;br /&gt;
&lt;br /&gt;
Camoflage- Be able to use the enviroment to be able to hide yourself. 1/2 a chance that the animal you are attacking will not be able to see you/attack you. &lt;br /&gt;
&lt;br /&gt;
Maim- The ability to cripple or critically injure an animal. 20 percent chance that the animal will have the status 'Blood loss.' Can only be inflicted with a machete, knife, dagger, or heavy sword. Perhaps a rifle.&lt;br /&gt;
&lt;br /&gt;
Animal call- Use a special animal call to lure animals. Affects a certain amount of squares, and works only on cetain animals. (I doubt a squid could be called.)&lt;br /&gt;
&lt;br /&gt;
Dart manafacturing- With this skill, a hunter could spend maybe....5 AP to make a poison dart. This would be great because the hunter would be using the blowdart gun a lot, and it'd put more use to the blowdart gun. &lt;br /&gt;
&lt;br /&gt;
Aim for vitals- 40% chance to inflict bonus on an animal, if using a ranged weapon. &lt;br /&gt;
&lt;br /&gt;
(Yes, I know this sucks. I would just really love to see a class like this for the natives, and  there would need to be a class for the outsider's, like the hunter. Comments?)&lt;br /&gt;
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We need to wikify this, but i couldn't even do it to my own suggestion. I think that this is essentialy a good idea, I love the dart manufacture thingy but Aim for Vitals seems a little extreme, but I dont think the outsiders need a class for the hunter. If you look at the game stats you'll see that the number of outsiders to natives is very off balance. I think this would encourage more people to be natives. [[User:Rozen|Rozen]]&lt;br /&gt;
:It makes no sense that this would works on animals and not people. Even worse, with camoflauge how could they not see you if you're attacking them?--[[User:AlexanderRM|AlexanderRM]] 22:10, 28 June 2007 (UTC)&lt;br /&gt;
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I was thinking about suggesting an inventor class for the outsiders. -Keiichi&lt;br /&gt;
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===Settler/Villager Expansion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Class Enhancement|&lt;br /&gt;
suggest_scope=Settlers and Villagers|&lt;br /&gt;
suggest_description=&lt;br /&gt;
&lt;br /&gt;
Currently the Settler/Villager class has little flavor, other than foraging. Logically, the settler/villager should be a very numerous group on this island. The Outsiders have come to colonize, and the Natives have managed to survive here. So, how do we encourage players to run settlers/villagers? By giving them abilities no one else has access to, abilities that focus on what settler/villagers do in most cultures: the simple basic work of extractive industry (farming, fishing, etc), business, personal service and construction. &lt;br /&gt;
&lt;br /&gt;
I propose that a new skill tree open up available only to settler/villagers. It will be the same for both Outsiders and Natives. Many of the skills here have appeared previously on the suggestions page; I have just combined and refined them. &lt;br /&gt;
&lt;br /&gt;
Pirates do not currently have an analog to settler/villager. They are here to rape, burn, pillage and leave, not to build a farm and a town.&lt;br /&gt;
&lt;br /&gt;
:(An essential part of the class is a new item called &amp;quot;'''Work Tools'''&amp;quot;, a blanket term used to describe such things as saws, nails, hoes, shovels, brooms, seeds, mortar, cookpots and the like. These can be found in Simon created villages with a 5% search. They have the same chance of breaking as a machete, representing that they have been used up. No settler/villager skill can be used without them.)&lt;br /&gt;
&lt;br /&gt;
'''...Settler/Villager Only Skills'''&lt;br /&gt;
:'''Pioneer''' - This villager/settler gains additional XP by clearing the land. When XP is awarded for chopping jungle, the bonus is 2 XP instead of 1XP.&lt;br /&gt;
::'''Clear the Land''' - This villager/settler can convert jungle land at density 0 to a new terrain called &amp;quot;Cleared Land&amp;quot;, so that jungle does not regrow there. The effect lasts for 7 days (ie 7 resets of the server). Repeated uses of this skill resets the date. No natural items (herbs, mangoes, etc) can be foraged on this land during that period, except as provided by further use of settler/villager skills. Use of this skill costs a single 10 AP action and consumes a set of Work Tools. The description of the area is changed to something like, &amp;quot;Someone has cleared and leveled this land. There are few weeds and rocks.&amp;quot;&lt;br /&gt;
:::'''Sow the Field''' - On cleared land, this villager/settler can plant crops. This costs 5 AP and consumes one set of Work Tools.  There is a base 10% chance of a plant springing up the next time the server resets. There are equal odds of it being a banana tree, a mango tree, a berry bush, a plot of herbs or a bush of poisonous berries. If the planting is successful, anyone in the square has a 10% chance of finding a fruit, herb or berry of the appropriate sort. If the planting fails, the decriptor appears: &amp;quot;Here lies a fallow field, full of nasty weeds and hungry insect pests.&amp;quot; For search purposes, it is now grassland. &lt;br /&gt;
::::'''Green Thumb''' - Instead of a 10% chance of a successful use of Sow the Field, this villager/settler has a 20% chance of a plant appearing.&lt;br /&gt;
::::'''Reap the Harvest''' - This settler/villager search percentage for planted trees, etc, increases to 20%. &lt;br /&gt;
:'''Fishing''' - This villager has double the chance of finding a crab on a beach, and a 5% chance of finding a fish in water, either fresh or salt. Mechanically, fish are the same as a mango or banana.&lt;br /&gt;
:'''Trader''' - This settler/ villager works as a merchant, selling items on the open market. They may transfer items directly from their inventory to the inventory of others. This transfer cannot occur between characters with the same IP address, the number of transfers is limited to five per day per IP address, and costs 1 AP. Payment for this item (gold, a heal, whatever) may be arranged through roleplaying. If the receiving character does not have room in their inventory for the item, the AP is lost, but the item safely remains with the merchant.&lt;br /&gt;
:'''Man Friday''' - Some servants might be a cook, a butler, a tailor or even a common prostitute, but whatever they are the services they provide (good food, a clean hut, mended clothes or, ahem, comfort) make life more comfortable for the upper classes or tribal chiefs. At the cost of 5 AP and a set of Work Tools, which are consumed, they may give another character 3 AP. This transfer cannot occur between characters with the same IP address. If this transfer raises the receiver above their maximum AP, the AP are simply lost.&lt;br /&gt;
:'''Construction''' - On land already cleared using Clear the Land, this settler/villager can build a hut. This hut costs 25 AP and consumes a set of Work Tools. It may be entered just like any hut in the established towns. However, when the Jungle reasserts itself, ending Clear the Land, the hut collapses, dumping its inhabitants outside. A hut cannot exist on the same square as a tree, berry bush or any other item. As usual, a sign can be hung from the door. A hut cannot be built on beach or mountain. If built in a swamp or grassland, it is not susceptible to collapse from the jungle reasserting itself and will exist until purposefully destroyed.&lt;br /&gt;
&amp;lt;del&amp;gt;::'''Build Wall''' - The settler/villager can build a heavy barricade. This costs 50 AP and consumes two sets of work tools, but effectively converts Cleared Land to a Wall, mechanically identical to impassable Mountain. The Cleared Land on which it is built will not revert back to jungle on it's own. Rather, Demolition must be used to turn it into Jungle density 0, with the description: &amp;quot;A large pile of rubble is strewn about the ground&amp;quot; remaining until the server has reset twice.&amp;lt;/del&amp;gt;&lt;br /&gt;
:'''Fire Pit''' - The settler/villager spends 5 AP and expends a set of work tools building a large bonfire on Cleared Land that does not contain anything else, such as huts, trees, walls, etc. Any PC can sit next to the fire for warmth. No animal may enter a square with a fire. The fire has a 10% chance of burning out each hour, and burns out automatically when the server resets. A message appears within ten squares: &amp;quot;A fire burns nearby.&amp;quot; &lt;br /&gt;
'''...Available to All Classes'''&lt;br /&gt;
::::...but especially beloved of right jolly pirates! Yargh!&lt;br /&gt;
:'''Demolition''' - The character can demolish existing buildings and walls. Use of this skill costs 25 AP and consumes a set of Work Tools. When used, the character has a 50% chance of destroying a hut or a section of wall. A message will alert anyone present that &amp;quot;Character X has burnt the hut to the ground! Nothing remains but a few nails and smoking embers.&amp;quot; If the attempt failed the message would read: &amp;quot;Character X is attempting to destroy this hut. He managed to pry loose one piece of decorative woodwork and kick a soffit, ineffectively.&amp;quot; Either of these messages are visible to anyone in the same square, inside or out. Structures built by Simon are unaffected.&lt;br /&gt;
:'''Burn the Fields''' - A farm field can be ruined by a a character using this skill. This will be necessary, on occasion, to get rid of poisonous berry bushes. This costs 10 AP and consumes a set of work tools. It returns the field to Jungle at density 0, undoing the effects of Clear the Land. A message will alert anyone present that &amp;quot;Character X has burnt the fields and destroyed the crops!&amp;quot;&lt;br /&gt;
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|&lt;br /&gt;
suggest_time=17:18, 20 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here, please:&lt;br /&gt;
:I, and it seems several other people on the suggestions page, would like the opportunity to actually build something on this island. Currently the game is setup like Doom. With these additions, it will gain the ability to be played like an interactive SimCity, without losing the combat aspects. I don't think there is a danger of the island being overrun and essentially paving paradise to build a parking lot, since the new settlements require constant maintenance to prevent the jungle from re-asserting itself. (Besides, what does Haiti look like today?) Also, it will encourage movement around the island, as settlers/villagers need to return to established villages on occasion to search for Work Tools or for a revive. --[[User:Nosimplehiway|Nosimplehiway]] 17:18, 20 December 2006 (UTC) &lt;br /&gt;
&lt;br /&gt;
I think there's a lot here and would be a load to program and a big weight on the server. It seems to be a massive adaptation to the mechanics of the game too, compared to a lot of the other suggestions like new weapons or FAK edits [[User:Rozen|Rozen]]&lt;br /&gt;
::You're right, it is a lot, but doesn't need to be implemented all at once to be effective. In fact, it would probably be more effective to sort of trickle it into the game, skill by skill. Each time folks seem to be getting bored, and user hits are down, introduce a new one.&lt;br /&gt;
&lt;br /&gt;
::Server load I know almost nothing about, except that currently terrain is managed (I think) using the RNG. There is a certain chance each day that jungle density will increase. Is this condition &amp;quot;rolled&amp;quot; and instituted daily? Cleared land on the other hand doesn't need to be dynamically managed all the time. If it is not maintained by a player and no one interacts with it, it reverts to Jungle 0 in seven server resets. A tree is really just a tag that says &amp;quot;When a player is in coordinates (xx.xxx, yy.yyy) change their screen to provide a button. If the player selects this button there is X% chance of adding a particular item to their inventory list.&amp;quot; I suppose you could simple up farming by changing it from a permanent tree givignt he same fruit all the time to a new terrain type called orchard or farm field, with a high chance of finding fruit, berries or herbs of a random type each time. Having more huts to enter is probably the biggest server hog, but then certain other games involving highly intelligent zombies (ahem) have a truly vast number of interior spaces. Oh, also, I intentionally had the building and demolition skills operate on a high AP, high chance single action instead of a HP system to save server load.&lt;br /&gt;
&lt;br /&gt;
::As far as programming issues, maybe yes, maybe no. I consciously designed it so most of the skills either are changes in degree, rather than type, such as Pioneer, or they are player driven ways to introduce objects which already exist, albeit with new names. Most of the objects are just adaptations of existing objects: a fish is a mango found in water, work tools use the same basic mechanic as a knife (it is a necessary item before an action is available) and most changes are actually just allowing players to place objects which Simon already has and places himself (huts, fruit trees, terrain editing). Trader and Man Friday transfer points from one character record to another, a straight forward mathematical formula similar to using a FAK. The only thing that seems as if it would need an altogether new template would be Fire Pit, which requires a new, slowly expendable item and limiting the range of NPCs. Are there any slowly expendable items in the game? I suppose a low jungle density behaves like that, in a programming sense. Limiting an animal's range is already done. Ever see a monkey in the ocean, or a shark in the middle of Wiksik?&lt;br /&gt;
:::LOL - not sure about monkeys in the ocean, but there's apparently a giant squid in the jungle! -- [[User:Simon|Simon]] 19:59, 21 December 2006 (UTC)&lt;br /&gt;
::::Mmmm, Calamari.--[[User:Nosimplehiway|Nosimplehiway]] 17:28, 22 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No, I think the main fear expressed over building on the suggestions page has not been programming difficulty or server load, but the chance of the island getting overrun with development which never goes away. I doubt that will be a problem since the jungle reasserts itself after 7 days of no upkeep and, especially, since pirates and others can take Demolition and Burn the Fields. This does change the game, from one of jungle exploration to one of building settlements and fighting over teritory. But then, how exciting is it to say, &amp;quot;Look, I have discovered a block of dark green jungle I have never seen before, just like the last 100 blocks of jungle&amp;quot;? The temple complex and caves can only stay fresh for so long, and require constant work on Simon's part to upgrade. These suggestions are a sort of delegating on Simon's part. They will ensure that the map is always shifting, always changing, always providing new things to look at, interact with and do. Heck, with these changes even Simon can explore the island and be surprised.&lt;br /&gt;
&lt;br /&gt;
::Gertrude Stein once famously wrote that the problem with Oakland is that &amp;quot;there is no there there&amp;quot;. On Shartak, I want there to always be a there there. --[[User:Nosimplehiway|Nosimplehiway]] 16:15, 21 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well then...if the server can hold it without me having to download a package (not that i dont trust Simon not to pollute me with viruses) then i can see no real problem. you'd get bunches of people going around burning huts anyway (HKers) so the jungle wouldn't realy need to assert itself much. BUT what about walls? impasable seems implausable, but i cant think of anything better. [[User:Rozen|Rozen]]&lt;br /&gt;
:I struggled with walls, I did, and there is a logical flaw with walls. And it's a biggie. Early colonial settlements and many tribal societies made use of walled barricades and fortresses, so I wanted to include them. The most realistic way to represent them would probably be through a hit point system, similar mechanically to chopping the jungles, except that it would be impassable until at 0 and not regenerate on it's own. I used the mountain as a sort of placeholder to suggest the existing mechanic closer to what I was looking for (an object with a binary, rather than linear condition).&lt;br /&gt;
 &lt;br /&gt;
:Today, though, I realized the problem with the whole wall thing: &amp;quot;how do you Demolish something you can't touch?&amp;quot; (An impassable wall can't be stood upon to be attacked, and the game does not currently support interacting with objects outside of the square occupied.) Possibly the wall simply falls down after a certain number of days, requiring constant maintenance, leaving Jungle 0 behind? Maybe implement some wallbusting object (a cannon? siege engine?) or skill (Wall-icide?) that allows a charatcer to enter the square and thereby destroy the wall, similar to how entering Jungle 10 with a machete automatically reduces it to density 9? Maybe the act of trying to enter the wall reduces it's strength (like jungle density) and eventually causes destruction. This one is a stumper for me, frankly, and walls may have to go.&lt;br /&gt;
&lt;br /&gt;
:But that's the thing with my suggestion, because it is really a compilation and distillation of several other suggestions, it can be implemented piecemeal and work fine. The only things really dependent on one another are the opposed skills of Construction and Demolition, and the agricultural skills and Burn the Fields. Implemementing the former without the latter would quickly have Shartak looking like a vast shanty town or the corn fields of Iowa. --[[User:Nosimplehiway|Nosimplehiway]] 17:28, 22 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, if the ability to build things is implemented I really think it should be available to all classes at least to some degree. I am a soldier and would like to be able to set myself a small hut in the jungle where I could maintain land. I think i'm not theo nly one that would like to see construction and be diosappointed to see it limited to a single class. --[[User:Dracul|Dracul]]&lt;br /&gt;
&lt;br /&gt;
If this was implemented the only people who ''aren't'' settelers and villagers would be A: people who joined before this update, and B: idiot newbs who didn't actually notice this. Everyone who knew about this when they joined would be settler/villager. That's 10-11 skills available ONLY TO THEM. warrior and soldier, for instance, now have 6-7 different skills and all but 0-1 of those are almost the same. --[[User:AlexanderRM|AlexanderRM]] 20:49, 22 June 2007 (UTC)&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;
===Swordsman===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Class|&lt;br /&gt;
suggest_scope=Outsiders (not pirates)|&lt;br /&gt;
suggest_description= New outsider Class that has the following Skill Tree: &lt;br /&gt;
&lt;br /&gt;
'''Fencing:''' +10% to hit with sword weapon (not other weapons, including machete and cutlass)&lt;br /&gt;
*'''Expert fencing/Riposte:''' Doubles the percentage of Balanced Stance making it 30%&lt;br /&gt;
*'''Grace:''' Halves chances of breakage with swords&lt;br /&gt;
*'''Parry:''' Reduces opponent's chance to hit with a melee weapon by 5%. Ranged weapons are unaffected.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=21:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
eh yeah, but is it all that diffrent than the Soldier? It'd be better to add these onto the soldier's skill tree than make a whole new class. -[[User:Che|Che, slayer of Arminius.]] 13:37, 23 February 2007 (UTC)&lt;br /&gt;
:'''Re:''' That would make the soldier way too powerful. They already have nasty rifle skills, they don't need to power up their melee as well. --[[User:Odysseus|Odysseus]] 21:04, 23 February 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:07, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===A Revision Of The Priest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Class and Skill|&lt;br /&gt;
suggest_scope=Outsiders|&lt;br /&gt;
suggest_description=Ok well here goes.  The priest starts with the same stats as the Scientist (same hp and max ap).  They start with a bible and 5 coins.  They can learn ''Holy Symbol'' and ''Exorcise''.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now for the new skill&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Holy Symbol'''&amp;lt;br&amp;gt;&lt;br /&gt;
A subskill of exorcise it allows the priest to use 2 pieces of driftwood to form a holy symbol in a location that exorcises all spirits in that location and prevents spirits from entering that location till the symbol is destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The new item next&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bible'''&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used for 1ap to give a general religeous quote and prevent possession for 4 hours.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So what do you think?|&lt;br /&gt;
suggest_time=19:34, 1 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Etherdrifter|Etherdrifter]]|&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'm not in favour of this suggestion. Outsiders already outnumber natives significantly and they have an extra class that has no native counterpart (the Pirate). The Priest would seem to be an outsider counterpart to the Shaman and would make that one unique native class obsolete. Furthermore it has more powerful abilities than the Shaman. Definitely not, no, no, no. I do, however, like the general idea of the Holy Symbol even though it is way overpowered as presented here. If you rework this skill into a Spirit Fetish that the Shaman can utilise (of less power / reliability such that spirits can overcome it in some way) I'd be happy to give it some support. --[[User:Skull Face|Skull Face]] 20:58, 1 October 2007 (UTC)&lt;br /&gt;
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}}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Starting Items Increase===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=All new players|&lt;br /&gt;
suggest_description=When any player starts, they have a pitifully small inventory, most of which are near-useless. After all, how much value does 2 HP of healing warrant? With the exception of the pirate's cutlass, no one starts with any sort of lasting weapon. A lot of new players, not quite understanding the game yet, may charge straight into the jungle, not having anything but their fists, perhaps three rifle shots, and one 2 HP healing item. Some classes, such as the Scientist and the Shaman, start with absolutely nothing of use. I propose that, in addition to the current items, each player is given a machete and four FAKs. Then, the player actually has some sort of chance on the island.&lt;br /&gt;
&lt;br /&gt;
Some of you may say, &amp;quot;The player can just search the med. hut and get those,&amp;quot; or &amp;quot;The tourital handles that.&amp;quot; Please remember, we haven't had any rise in new players. At all. We've been stuck around 1000 players for HOW long, now? If we give new players a bit more to survive with at the start, they may stick around long enough to level up and actually start really playing. Plus, some players may completely ignore the tourital and charge out into the jungle. We should give new players every bit of extra push we can. Plus, one machete and four FAKs really isn't all that much, but to a new player it means so much more. How are they going to enjoy the game if they don't have anything to do anything in the game with?|&lt;br /&gt;
suggest_time=20:30, 11 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&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>Mark D. Stroyer</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_12&amp;diff=16257</id>
		<title>Derby Evening Press/Issue 12</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_12&amp;diff=16257"/>
		<updated>2007-11-07T16:29:23Z</updated>

		<summary type="html">&lt;p&gt;Mark D. Stroyer: /* Durham Government Formed */  Correction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby News==&lt;br /&gt;
 &lt;br /&gt;
===Happy Birthday, Hospitallers!===&lt;br /&gt;
 &lt;br /&gt;
The Derby Hospitallers celebrated their first anniversary this month. September 20th made one year since the Hospitallers' official foundation. To mark the occasion, the Eastern Federation engaged in a few special activities. Hospitaller Tribune James Barnes (editor-in-chief of this newspaper) dispensed small gifts of gold to Derbians on the 21st. He reported that 38 people received gifts, totaling 190 gold coins.&lt;br /&gt;
 &lt;br /&gt;
The Hospitaller Consuls, the clan's legislative body, retroactively approved the expenditure, deducting it from the Hospitallers' expenses rather than Barnes' personal funds. This also made it an official Hospitaller action.&lt;br /&gt;
 &lt;br /&gt;
The rest of the Eastern Federation participated, as well. Cthulhu, prominent member of the [[1st Derby Privateers]] and the [[Derby Rangers]] engaged in a friendly boxing match with Lord Twerpington, spokesman for [[The Octavius Popebury Memorial Expedition of 1886]] in the Derby medical hut. Cthulhu jokingly told Barnes to wait at the [[Derby Hospital]], as Cthulhu expected to need its services shortly. In the end, Cthulhu was correct. Lord Twerpington defeated Cthulhu in a technical knockout.&lt;br /&gt;
&lt;br /&gt;
===Ghost Infestations===&lt;br /&gt;
[[Image:Ghosts.JPG|thumb|200px|Reported ghosts on the beach near Derby.]]  &lt;br /&gt;
Derby and York were once very different towns. Derby was famed for its tolerance of all peaceful visitors, with outsiders, natives, and pirates cooperating in defending the medical supply hut from spirits. Now, matters have changed.&lt;br /&gt;
 &lt;br /&gt;
In Derby, all natives are gone, and pirates are a rare sight. Spirits plague the medical hut, terrifying all within its walls. When asked about the problem, Tribune James Barnes of the Derby Hospitallers said, &amp;quot;At one time, the average Derbian actively supported our efforts to bring visitors from other cultures to Derby. Now, apathy, or perhaps complacency, has set in. Derbians no longer lift a finger to heal injured shamans or pirates. They do not report the murders of these people to the Privateers.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We can't be everywhere. There aren't that many people in the Eastern Federation. We have to have help if we're going to maintain our immigrant community. Without the help of the average Derbian, narrow-minded bigots can kill natives and pirates with impunity.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;If Derbians want the spirits purged from the huts, they'll have to take an active role in protecting our visitors. They can help by reporting murders to us (along with the current location of the murderer, should they know it), attacking shaman-killers themselves, or healing wounded visitors.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
York, in contrast, once known as the most xenophobic town in Shartak, appears to have gone in the opposite direction. York Coalition member Nighter reports that the Coalition is having an easier time keeping shamans alive in York's borders. He reports that York has as many as three active shamans working to protect the town from ghostly attackers.&lt;br /&gt;
&lt;br /&gt;
===Do You Have What It Takes to be Mr. Derby?===&lt;br /&gt;
 &lt;br /&gt;
The Eastern Federation will be holding a Mr. Derby contest.  This contest, open to all Derbian males, will judge contestants on looks, talent, and personality.  Females of any region are urgently needed to serve as judges.  Contact the Eastern Federation at [http://z3.invisionfree.com/Derby/index.php? their forum] for more information.&lt;br /&gt;
 &lt;br /&gt;
===Eastern Federation Recognizes Raktam Court===&lt;br /&gt;
 &lt;br /&gt;
The Eastern Federation, represented by prominent Derbian James Barnes, recently made an appearance in the summer palace of Queen Blue Hummingbird on the Left, of the Royal Court of Greater Raktam. Barnes' message was simple: given the court's actions since its foundation, the Federation had decided to recognize the court as the legitimate government of Raktam.  Barnes, noting the queen's defense of her people, praised her dedication and foresight.&lt;br /&gt;
 &lt;br /&gt;
Barnes explained the reasoning behind the decision. &amp;quot;Really, Hummingbird, for all her nationalism, is a relative moderate.  You've got groups wanting to drive outsiders into the sea.  Hummingbird is at least willing to share the island with us, as long as we don't kill her people or intrude on her lands.  That's about all we can ask.  In fact, that's what the Federation asks of other towns, too.  Given that, we want to encourage moderates among the natives.  Attacking a moderate like Hummingbird will only drive the natives to extremes, like the WickSick Headhunters.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
==International News==&lt;br /&gt;
 &lt;br /&gt;
===Shartak Plagued with the Undead!===&lt;br /&gt;
[[Image:Werewolf.jpg|thumb|200px|An artist's rendition of a werewolf.]]  &lt;br /&gt;
A great wave of terror has spread across the island, as dozens of reports stream in, all referring to the same incident. For reasons unexplained, during an entire day, October 31st, animals of all types refused to die. After seemingly being killed by occupants of the island, animals instead simply stood back up and continued their attack, no matter how many times they were beaten to the ground.&lt;br /&gt;
 &lt;br /&gt;
Although details are vague, last year around the same time, accounts state a similar event occurrence, although the only animals affected seem to have been deer. We now have confirmed sightings of elephants, wild boars, stags, and monkeys suffering the same condition. However, we are at a complete loss as to an explanation for these strange events.&lt;br /&gt;
 &lt;br /&gt;
In addition to this, several new creatures have appeared in the streets of the settlements, sources confirming werewolves and bats. Both animals, when slain, have risen back to their feet, just as the rest of the island's animals have. In the face of these relentless animals, all islanders are advised to remain in the safety of huts until they begin disappearing, as the monstrous beings are extremely dangerous and absolutely unstoppable.&lt;br /&gt;
 &lt;br /&gt;
Other strange, but more benign, things have appeared on the island recently, as several people have claimed to find pumpkins. How these have escaped discovery until now is unknown, although we suspect it has something to do with the natives’ usage of gourds as water containers. Nonetheless, these pumpkins have been carved for usage as decorative lamps, as well as juiced to make a highly nutritious drink.&lt;br /&gt;
 &lt;br /&gt;
===Financial Scare in Durham===&lt;br /&gt;
[[Image:Hideo.jpg|thumb|120px|A picture of the wealthy banker.]]  &lt;br /&gt;
''The Shartak Bank was once an island-spanning operation. Time has taken its toll on the bank, however. For a time, only a single branch in Durham, by Hideo Inakajimita, remained active. Inakajamita holds thousands of gold coins in deposits from a number of clients. Therefore, when he disappeared recently, panic struck the Bank's clients. The banker's unexplained disappearance led many to question how they could recoup their losses.&lt;br /&gt;
 &lt;br /&gt;
For the time being, those concerns have been alleviated. Inakajamita has returned, and he recently sat down with the Derby Evening Press to discuss the bank's current status.''&lt;br /&gt;
 &lt;br /&gt;
'''DEP:''' For a long time, you were the only active banker on Shartak.  Now others have joined you.  Could you list the names and locations of these bankers, so that our readers can contact them?&lt;br /&gt;
&lt;br /&gt;
'''HK:''' We're presently in the process of expanding the bank following the deaths of several former bankers. Poor Justine in Wiksik was eaten by a horde of killer ants while nude sunbathing; Monkeypaw in Dalpok set fire to his pants while performing a religious ceremony to the sun, Kristofer Schanz in Derby mistook a floating coconut for a schooner and disappeared on the high seas, and you don't want to know what happen to Gitboy in York.&lt;br /&gt;
&lt;br /&gt;
The present bankers are myself in Derby, Archbishop Blackburne in York, and Crowjane in Raktam. No GPS co-ordinates sorry, as I sell any GPS units as soon as I get them. My branch is south-west of the trading hut and Crowjane's branch is due east of the summer palace of the Queen of Raktam. I've not been to Blackburne's abode yet so I can't tell you exactly where it is. The bank now goes by the name &amp;quot;Templar Bank&amp;quot;, rather than &amp;quot;Bank of Shartak&amp;quot; or &amp;quot;Imperial Bank of Shartak&amp;quot; to reflect the changes in personnel.&lt;br /&gt;
 &lt;br /&gt;
'''DEP:''' Your recent disappearance concerned Shartak investors.  What steps are you taking to prepare against future disappearances?&lt;br /&gt;
 &lt;br /&gt;
'''HK:''' Well, I'm giving up absinthe for staters. The opium habit is a little more troublesome.&lt;br /&gt;
 &lt;br /&gt;
'''DEP:''' Have you consulted with the government of Durham to better protect your clients?&lt;br /&gt;
 &lt;br /&gt;
'''HK:''' I wasn't aware that our clientele were at risk. Durham was the ideal spot to be when the bank was consolidating itself because it was so quiet.&lt;br /&gt;
 &lt;br /&gt;
'''DEP:''' I'll clarify.  By &amp;quot;at risk&amp;quot;, we mean to ask what plans has the bank drawn up to avoid losing its clients' access if the bankers disappear again?&lt;br /&gt;
 &lt;br /&gt;
'''HK:''' In the event that I decide to catch a slow boat back to my native Japan, I'll be handing over all of the funds to a reputable replacement. I daresay the same applies to the other bankers.&lt;br /&gt;
 &lt;br /&gt;
'' Now, with the bank reviving under a new name, Shartak once again has another amenity of civilization.''&lt;br /&gt;
 &lt;br /&gt;
===The Brotherhood?===&lt;br /&gt;
[[Image:Pirates_beach.jpg|thumb|200px|Members of the Brotherhood resting on a beach.]]  &lt;br /&gt;
Several months ago, the town of Raktam found itself under attack by pirates using guerrilla tactics. These pirates claimed to be in training for a mysterious conflict. This conflict, to the best knowledge of this paper, has yet to occur. Since the battle outside Raktam and the battle at [Archer's] Pool (the real name of the pool is, sadly, unprintable), the Brotherhood's swords have fallen silent. Some of the Brotherhood's members have disappeared back into the jungle, presumably to continue to pursue personal aims, but Rozen, captain, spokesperson, and least drunken member of the Brotherhood, has been seen on the coast, heading in the direction of Durham. &lt;br /&gt;
 &lt;br /&gt;
The Brotherhood Of The Coast has yet to undertake a serious military advance on any town, but with so many pirates and so much bloodlust, one can't help but wonder who will be next.&lt;br /&gt;
 &lt;br /&gt;
===Interview with Lexus, Colonial Police Leader===&lt;br /&gt;
&lt;br /&gt;
'''DEP:''' What are your long-term plans for the CP?&lt;br /&gt;
&lt;br /&gt;
'''Lexus:''' It's just about giving people a safe place in York. Membership will expand when awesome people show up; we've changed to invite only. Crimnals... Mostly it's off the record, but we don't do posturing or anything. It's not about apologizing, just about encouraging people to do the right thing. So, if someone wants to stop being a dork they can. If they want to keep being a dork they can.&lt;br /&gt;
 &lt;br /&gt;
'''DEP:''' You've held contests and other means to stir interest and raise awareness of the CP. Have these been successful?&lt;br /&gt;
 &lt;br /&gt;
'''L:''' That's pretty obvious, they haven't started yet. Competitions are like the rest of what we do. We provide a service, and people either use it or they don't. Prizes will keep getting bigger 'till someone takes it off us. We're 16th richest group in Shartak, with about a quarter of the members in the top 10. So, probably when it's up to 400-500 GC or something, people will eventually take the money. They're just shy or something. It doesn't particularly worry me.&lt;br /&gt;
 &lt;br /&gt;
'''DEP:''' What would you consider to be the biggest current problem in York?&lt;br /&gt;
&lt;br /&gt;
'''L:''' Dorks. There aren't massive problems in York, and the problems are killed daily by YC/CP/5punk. Most of the problems are outside of York. But general people who speak hyperbole about York like it is something from a Kurt Russell movie haven't been seen in York for ages. They just run around squealing, &amp;quot;omg teh CP are teh nuts!&amp;quot; Look at any recruitment thread we've run.&lt;br /&gt;
&lt;br /&gt;
'''DEP:''' What do you think of the current 1CM/CP relations?&lt;br /&gt;
 &lt;br /&gt;
'''L:''' The 1CM/CP relations are fine. Sam is off doing his thing, we're doing ours, that's all.&lt;br /&gt;
 &lt;br /&gt;
===Durham Government Formed===&lt;br /&gt;
 &lt;br /&gt;
In a first for outsiders on Shartak, an official government has formed in Durham. Led by political activist Tomn, the Durhamites held an election at their shaman. The candidates were Tomn, former Pistoleer, Ron Burgundy, and Matt Wilkinson, founder of the Greenwolves clan.&lt;br /&gt;
 &lt;br /&gt;
In what Tomn later admitted to be a botched election...no one was elected. The three candidates all received votes, with a few people voting &amp;quot;no&amp;quot; to a government, and a fairly large number of people voting &amp;quot;yes&amp;quot; to a government without specifying a candidate.&lt;br /&gt;
 &lt;br /&gt;
Without a clear winner, the candidates agreed not to elect a governor, instead creating a power-sharing agreement by which the three would rule jointly as Consuls. This is similar to the Derby Hospitallers' governing system, although the Hospitallers add an executive office, that of Tribune. It is unclear if the Durhamites took their inspiration from the Hospitallers or the Romans, who used two consuls.&lt;br /&gt;
 &lt;br /&gt;
====The Government According to Tomn====&lt;br /&gt;
 &lt;br /&gt;
The government, as explained by Tomn, offers certain benefits to its citizens, but also requires that they carry out certain obligations. The benefits seem to fall into two categories: a role in government and physical protection. Citizens are given the right to vote and hold office. Also, they are assured of the government's protection. Should a citizen be killed, the government will pursue the killer. If a clan is responsible for the citizen's death, the government will approach that clan to make reparations.&lt;br /&gt;
 &lt;br /&gt;
The obligations, Tomn admits, are as yet poorly defined. The only real obligations thus far are to refrain from killing (Tomn failed to specify how far-reaching this ban on killing was) and to avoid embarrassing Durham by taking advantage of its protection in other cities. He did also mention a taxation system being set up at some point in the future, although it is not clear what the other Consuls think of this.&lt;br /&gt;
 &lt;br /&gt;
====Burgundy's Durham====&lt;br /&gt;
 &lt;br /&gt;
For his part, Ron Burgundy did not respond to the DEP's questions in a public area. However, his platform is detailed in his press releases. It is listed below&lt;br /&gt;
 &lt;br /&gt;
1. a three lane highway connecting Durham and Derby.&lt;br /&gt;
2. A standing army for Durham.&lt;br /&gt;
3. A legislative body in which any Durham citizen level 2 or above can directly vote for policies.&lt;br /&gt;
4. A casino and boxing league.&lt;br /&gt;
5. A policy of noninterference with the Independent Republic of Fort Creedy.&lt;br /&gt;
6. an Immigration Office in which anyone can become a citizen of Durham for free.&lt;br /&gt;
 &lt;br /&gt;
Matt Wilkinson has not published his views. Rather, he seems to be the deciding vote in the Durham government. From our observations of the workings of the government, Burgundy and Tomn seem to disagree frequently, leaving Wilkinson to cast the deciding vote.&lt;br /&gt;
 &lt;br /&gt;
''Next issue, we publish the objections of the Durham government's vocal opponent, Blauvelt.''&lt;br /&gt;
&lt;br /&gt;
==Retraction==&lt;br /&gt;
 &lt;br /&gt;
In its commitment to fair and accurate reporting, the DEP will correct any ''significant'' errors made in its articles.  Per this policy, we wish to correct certain inaccuracies in our last issue concerning the Queen of Raktam, Blue Hummingbird.  We stated that the queen was a former WickSick Headhunter.  In response, both Foo Fighter of the WickSick Headhunters and Queen Hummingbird herself protested that this was not the case.  Hummingbird participated in a single WickSick event, which was open to the public. That was the extent of her involvement. The DEP thanks its readers for helping us maintain our pursuit of truth.&lt;/div&gt;</summary>
		<author><name>Mark D. Stroyer</name></author>
		
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