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	<updated>2026-05-30T17:11:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Native_Resistance_Front&amp;diff=12333</id>
		<title>Talk:Native Resistance Front</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Native_Resistance_Front&amp;diff=12333"/>
		<updated>2007-01-26T05:00:00Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: Wiksik healing, fascinating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Witness ==&lt;br /&gt;
I just took the following [http://i39.photobucket.com/albums/e196/EveryPossibleNameWasTaken/Screenshots/tamdaltoewitnessshartak.jpg screenshot] of an action involving an [http://www.shartak.com/profile.cgi?id=1828 individual] who claims affiliation with your group, and would like to know if said group supports such actions by it's members. Thankyou in advance for your prompt reply. --[[User:Zeek|Zeek]] 03:29, 29 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A United Front ==&lt;br /&gt;
Would you guys be interested in a possible loose alliance / affliantion with the Shartak Preservation Front?  It seems all of us would benefit from the destruction of the road system and the protection of the island's fragile environment.  -- SPF 23:40 23-5-06&lt;br /&gt;
* Members of the NRF would be highly suspicious of the motives of an Outsider clan such as yours, but if one of your aims is to reduce the presence of Outsiders on Shartak, a non-aggression pact could perhaps be arranged... -- [[User:Vtbassmatt|VTBassMatt]] 18:26, 24 May 2006 (BST)&lt;br /&gt;
* An outsider clan?  We can assure you we have an equal-oppurtunities recruitment policy.  Our goal is to prevent the urbanisation of the isle, and thus limit significant outsider presence to the settlements already established, and promote co-operation and co-existance between outsiders, natives, and nature.  --SPF 0856 27-5-06&lt;br /&gt;
** My mistake.  Let the affiliation commence. --[[User:Vtbassmatt|VTBassMatt]] 18:49, 30 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== SPF Press Release, 14-06-06 ==&lt;br /&gt;
&lt;br /&gt;
Subcommandante Marco is proud to announce the closure of the Derby Direct route to York, effective as of 1200hrs, on the 15-06-06. Following this date, all traffic on the road will be asked to leave; those ignoring signs and requests to leave will be removed using force, if nessecary. The SPF does not wish to use excessive force. However, this road passes perilously close to several fragile microhabitats along the coast, which we cannot allow to be harmed by the heavy traffic expected to flow along the road once it is completed. Therefore, anyone refusing to vacate the road will be assumed to be hostile.&lt;br /&gt;
&lt;br /&gt;
Barricades and signs have been erected at the ends of the roads; please leave these in place to prevent civilians from accidentally entering the controlled zone.&lt;br /&gt;
&lt;br /&gt;
The SPF (YMH branch) would like to extend invitations to all fellow eco-warriors to join our struggle, and also to members of the Anthropological Society to study the rare microhabitats along the beaches.&lt;br /&gt;
&lt;br /&gt;
To everyone else, please stay clear of the area to avoid causing erosion and pollution. Poaching, trespass, sabotage and intentional ecological damage will be strongly frowned upon. --Marco&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Captain Sends His Congratulations ==&lt;br /&gt;
Cheers to the Native Resistance Front for reaching 30 members! Not that you've been able to stop us so far, but there's always tomorrow... YAAHRRGH!!! [[User:Tyler Whitney|Tyler Whitney]] 01:29, 13 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A humble request ==&lt;br /&gt;
Me be thinkin', if ye would list the outsiders who joined it may cut down on we sympathizers being slain by unknowing Natives. [[User:LDC|LDC]] 00:24, 30 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=A Gentleman's Wager=&lt;br /&gt;
&lt;br /&gt;
A sportsmanlike match has been proposed between a member of the Scurvy Crew and the Jolly Roger Gang to take place at the ruins well south of the shipwreck. All habitants of Shartak are invited to witness the match, and bet upon their favorite fighter. Natives who are at the wreck at the date of the match are guarenteed to be unharrassed by the participating clans and Outsiders. If needs be we'll postpone the fight a couple days to let the most people who want to join in the fun. Details will be posted on the Scurvy Crew's page. It should be wicked fun. I mean, Come On! It's fight night!!!! [[User:Tyler Whitney|Tyler Whitney]] 03:11, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hometown ==&lt;br /&gt;
&lt;br /&gt;
I have just made a list of all the groups operation in a certain city on the city articles. I could not find out where your group is based. Please add your group under the correct cities. -[[User:Che|Che]] 05:36, 7 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wiksik healing, fascinating ==&lt;br /&gt;
&lt;br /&gt;
Hello there. [http://www.shartak.com/profile.cgi?id=2731 Hank McCoy], aka the Beast, is on his way to Wiksik to establish a helaing hut. I hope you'll help him help you. He just wants to heal. --[[User:Rip Purr|Rip Purr]] 05:00, 26 January 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=12305</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=12305"/>
		<updated>2007-01-23T08:20:12Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Second Dalpok Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A Gentleman's Wager=&lt;br /&gt;
&lt;br /&gt;
It appears that recently a member of the Scurvy Crew has had a beef and has started hunting a member of the Jolly Roger Gang. Rather than let this encourage more violence between the crews the Captains have decided to let them settle it between themselves. The recent decision to start placing bets on who wins and the possible profits of such had absolutely nothing to do with the Captains' judgement in this case. &lt;br /&gt;
&lt;br /&gt;
That being said, '''PLACE YOUR BETS! PLACE YOUR BETS RIGHT HEAH!!!'''&lt;br /&gt;
&lt;br /&gt;
*Captain Michael Edwards: 7 on the Roger boy to win&lt;br /&gt;
*Captain Tyler Whitney: 5 gold on Mr. Xintlaer to win, with a side bet of six gold that he gets lucky and lands two 5-damage swings of the cutlass in the process.&lt;br /&gt;
*Captain Dan wages '''30 golden coins''' on Xintlaer to beat this here Roger boy! Note, this be a private bet. Anyone wish to risk 30 coins on that Zom-VLD will beat our boy?&lt;br /&gt;
*Rozen, JRG's PKer slayer, wagers 5 on Zom, with a side bet of 5, on the fight ending with the winner (whoever it be) on lower than 15 HP.&lt;br /&gt;
*Zom-VLD, JRG's treasurer - 30 gold to whoever wins (challenge bet)&lt;br /&gt;
*Xintlaer, Strumpet's boatswain - 30 to the winner too.&lt;br /&gt;
*Master Dan jun Perls: Me thinks the mate called Xintlaer has better odds. 50 gold coins on Xintlaer.&lt;br /&gt;
As it appears Mr. Xintlaer and the Jolly Roger's treasurer are the offending parties they are encouraged to approach the beach adjacent to the shipwreck on Friday (exact time to be determined) when the match will begin.&lt;br /&gt;
&lt;br /&gt;
The Captains have been approached with the possibility that the fight be held further south so that other Outsiders and perhaps even Natives could witness it and bet unharrassed. Captain Whitney is loathe to accomodate the Natives in anything, but is sorely tempted by the thought of all their savage Gold.  Captain Whitney proposes that the fight be held outside the ruins south of the Wreck so that visitors may witness and wager as they please. Whatever massacres occur a discrete distance and lapse of time from the match might be another matter entirely. The location is fitting in any case. God knows what savage, backward rituals took place on that spot before the Strumpet had the ill-fortune to wreck on this coast. What says the Jolly Roger Gang?&lt;br /&gt;
&lt;br /&gt;
Also Mr. Xintlaer has yet to respond to the prospect of the fight (not surprising since the idea only took shape this morning). If he's still absent by friday another member of The Scurvy Crew can represent the Strumpet in the match. And either party always has the possibility of a rematch...&lt;br /&gt;
&lt;br /&gt;
I am present and I agree for the duel. --[[User:Xintlaer|Xintlaer]] 14:45, 7 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dude, frickin awesome... [[User:Tyler Whitney|Tyler Whitney]] 01:25, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also I vouch for the ruins to host the match, We should start spreading the word around Shartak.--[[User:Michael edwards|Michael edwards]] 02:26, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, latest idea is 1st match is tomorrow at 7pm EST, unless there are any objections. Then we can make it best 2 out of 3 with the second match Sunday. If it goes to three rounds we can settle that maybe late monday or tuesday. We want to give the fighters time to heal, do the shaman bounce if they have to, and get back in the arena rested and ready to fight!!&lt;br /&gt;
&lt;br /&gt;
It's also been proposed that this become the first of a series of inter-clan matches, which is a groin-grabbingly good idea!!! Any clans interested should drop Captains Edwards and Whitney a line, or simply start up a new Shartak Boxing League page, or somehting like that.&lt;br /&gt;
&lt;br /&gt;
I would rather prefer the first match to be on Sunday... 7 pm EST... it's 1 pm for me, and I'm at the university today...--[[User:Xintlaer|Xintlaer]] 08:58, 10 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arrr, I see nay problem with the move to sunday. 7PM EST is 11PM fer me, so it be fine. As fer 3 rounds, it be needin' 3 days too, 1 round per day, arr --[[User:HVLD|HVLD]] 16:20, 10 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Vendetta!=&lt;br /&gt;
&lt;br /&gt;
Over the past few months the Scurvy Crew and other Pirates have become increasingly aware of Outsiders directing violence at their Pirate cousins.&lt;br /&gt;
&lt;br /&gt;
[[ image:Tableau-barbenoire.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Unidentified members of the Scurvy Crew and Anti-Pirates engage in battle at the Hell-born Strumpet's Wreck).&lt;br /&gt;
&lt;br /&gt;
For some reason nearly all the clans that have made slaying Pirates their mandate are based out of York. To determine the actual situation the Captain went on a goodwill tour to the Yorkmen's camp. Believing that it was bad manners for a visitor to arrive at a neighbor's empty-handed Captain Whitney brought a bag filled 43 bottles of rum (one for every member of the Crew), and several cutlasses with which to impress the locals. By the time he arrived in York only half a bottle of rum was left, and this was soon thrown at a nearby wild boar. After announcing his presence and intentions at the local Colonial Police station the Captain decided to hit the town. There he saw a pub and several huts in which Outsiders and Natives cohabited peacefully and in which Captain Whitney was welcomed with opened arms and bottles. Such civility between Outsiders and Natives seemed unnatural to the Captain, but he was determined not to offend his hosts, especially while they were picking up this round. &lt;br /&gt;
&lt;br /&gt;
It was during his second night of carousing with the locals that the Captain was assaulted by his first Anti-Pirate. It was one of the same Yorkmen who had been harrassing the Strumpet's Wreck and any other pirates they happened across.&lt;br /&gt;
&lt;br /&gt;
With what he now knew about the population of York, and its Anti-Pirate minority the Captain is convinced that a declaration of Vendetta is in order. The Captain declares Vendetta as approved murdering of one or more clans rather than the indiscriminate targeting of a village as in a Raid. While individual members of these clans have whispered their belief that their machetes might abstain from Scurvy Crew blood (due to the Crew's general policy of non-violence towards other Outsiders) their actions speak differently. The Scurvy Crew cannot also stand by while other Pirates are slain simply for loving rum and brawling more than the island's more timid elements. The Crew be hereby ordered to sink their daggers and cutlasses into members of the following clans wherever they be found:&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.shartak.com/index.php/The_Pirate_Hunters The Pirate Hunters]: Goes without saying...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/York_Pirate_Slayers York Pirate Slayers]: Same as above...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/Order_of_Patriots The Order of Patriots]: It at first appeared the Order's mandate be only the defense of citizens of York and not indiscriminate pirate-hunting. This led the Captain to propose Parley with the Order. The Captain's offer of Parley [http://wiki.shartak.com/index.php/Talk:Order_of_Patriots#PARLEY.21.21 was soundly rejected] and they have made it clear through their words and actions that their goal is the complete obliteration of Pirates from the island. They should be considered as no better than the rumless Natives...&lt;br /&gt;
&lt;br /&gt;
A member of one of the clans mentioned above recently approached the Captain in York and asked for a temporary ceasefire. It seems someone has contracted the Mercenary's Guild to attack the same clans the Scurvy Crew has now declared Vendetta against. This was done before the start of the Captain's goodwill tour of the Yorkmen's camp.&lt;br /&gt;
&lt;br /&gt;
The Captain sees no reason to declare a ceasefire. Why should we, your targets since your clans' inception be moved to restraint now when you have demonstrated none towards us in the past? Are Pirates supposed to pity you now that you are seeing the result of your months of indiscriminate violence towards us? Why should we sheath our cutlasses and wait for your machetes to be sunk into our backs at your convenience? No, many strange and evil things dwell in the hearts of pirates, but mercy isn't one of them. &lt;br /&gt;
&lt;br /&gt;
=New Tortuga Has Been Achieved=&lt;br /&gt;
&lt;br /&gt;
'''At the conclusion of negotiations with various other outsider groups the island that the Scurvy Crew calls New Tortuga has been declared a nonaggression zone. The Captain protected the Scurvy Crew's right to behave like violent, drunken villians throughout the lengthy parley. This natural right has been reinforced (so long as no outsiders are harmed on the island or within its shallow waters). What follows below is the original account of the Captain's spiritual awakening and call to New Tortuga:'''&lt;br /&gt;
&lt;br /&gt;
The Wiksik Raid was hard fighting, no denying that. Those members of the crew who braved the jungle, ill-educated anti-pirate outsiders, native beasts, and savage natives, found themselves several days travel away from their home shaman. The glory and rum won by our cutlasses was that much sweeter with the struggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ image:42699438_5b6c0cc023.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Derbymen, unaligned Pirates, and members of The Scurvy Crew battle through the island's natives to assault the shaman of Wiksik.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Pirates and Outsiders died in the Wicksick raid. The Captain himself greeted his pirate brethren in the afterlife. It was in this shadow realm that the Captain witnessed the Giant Bottle of Rum. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Behold your better,&amp;quot; said the Bottle of Rum, &amp;quot;And Despair...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the Captain of The Scurvy Crew beheld the Giant Bottle of Rum. &amp;quot;Truly I both love and fear you O' Giant Bottle of Rum, but what of my Pirate brothers and sisters? We have been scattered across the island&amp;quot; he said. &amp;quot;We are hunted for our heads by rumless savages. Where can we go to celebrate our bloody plunder and drain the island of rum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And yay the Giant Bottle of Rum looked upon the Scurvy Crew in their toils in Wiksik and said, &amp;quot;Know that I have created an island for ye who hunger, and thirst for drunkeness, and it is not the island you stand on. It is the island west of Shartak, and as ye pirates (the beloved children of the Giant Bottle of Rum) love inebriation, so shall you find rum on this island. And it shall be named [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
And the Captain understood The Giant Bottle of Rum, and knew its purpose for the Scurvy Crew. All Crewmembers be hereby ordered to flood the large, horizontal island west of the greater island of Shartak. This island, south of the Strumpet's wreck and west of the Native village of Dalpok, shall be known as [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;]. New Tortuga shall henceforth be known as a private gaming preserve for outsiders in general, but pirates especially, and especially The Scurvy Crew of the Hell-born Strumpet. &lt;br /&gt;
&lt;br /&gt;
=Bloody Dalpok!=&lt;br /&gt;
&lt;br /&gt;
It was in the midst of a late afternoon apertif of 3 liters of Derby Rum that a sharpening stone was dropped in the Captain's lap by a particularly ugly monkey. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goddamit Monkey!&amp;quot; the Captain said. &amp;quot;That's the fifth time ye interrupted my pouring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Captain then proceeded to waste three days of his life hunting the particularly ugly monkey through jungle, ruins, and shipwreck. He finally cornered it in the Strumpet's Crow's Nest (that sounds a bit racy doesn't it? Nevermind!). After the long pursuit, and being a bit peckish, the Captain ate the monkey. &lt;br /&gt;
&lt;br /&gt;
[[ Image:Monkey2.jpg ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources believe this to be the monkey in its natural habitat, and before the Captain ate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was only when he got to the tail that he noticed a missive tied to it with a green ribbon. Picking his teeth with a monkey rib the Captain sat down to read the message with an after-supper pint of rum. It read: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--Michael edwards 00:17, 31 August 2006 (UTC)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Four Cannon's A-Blazing!&amp;quot; exclaimed the Captain with what he believed to be a pirate expression (it was not, in fact no pirate until him had '''ever''' said those words). &amp;quot;There are other pirates on the island besides my beloved Scurvy Crew?&amp;quot; The Captain then sat down and spent the rest of the day drinking and thinking about the implications of this discovery.&lt;br /&gt;
&lt;br /&gt;
The Captain awoke the next morning to hear a ghost whispering in his ear. Shooting up ramrod straight the Captain climbed up Crow's Nest once more, and pulled from his pocket a whistle made of Native bones. Taking a deep breath the Captain then blew on the whistle, but no sound was heard. In fact, the dozens of pirates around the Strumpet's wreck (who the Captain had been too drunk or insane to notice until a day ago) were completely oblivious to the tiny figure at the top of the Crow's Nest, playing a whistle with all his formidable might. But across Shartak, in jungles and mountains, villages and grasslands, buried in swamps and floating in water, specially trained sets of ears heard a faint ringing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My Beloved Scruvy Crew of the Hell-Born Strumpet!&amp;quot; bellowed Captain Tyler Whitney from the Crow's Nest, &amp;quot;Blood's being spilled in a Native Village and we're not the cause of it! All crewmembers be ordered to join our pirate brothers in flooding the dirt paths of Dalpok with blood! BYOB!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Royal Expedition ==&lt;br /&gt;
&lt;br /&gt;
Mr Dan here. I cannot stop ye or order ye to do anything, but for Christ Sake, PLEASE DON'T ATTACK ANY ROYAL EXPEDITION MEMBERS!!! I've spent a fair while negotiating with them not to attack us. We do not need a war. For more details, look at their talk page. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I don't know why, but I just got killed by mister Jones Dye, a member of the Royal Expedition --[[User:Xintlaer|Xintlaer]] 17:23, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah hell with it. I can't negotiate. Kill em if you want. I wish you would have put a word in this Captain. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
that bastard jones dye just killed me too! he's on new tortuga! someone kill him--[[User:Badhammer|Badhammer]] 14:51, 3 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Parley has been resumed with York and the Royal Expedition. If no appropriate reply is sent ye have liberty to pursue your vengance without fear of censure from your crew.&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Bottle of Powder, one Bottle of Water, one small Arm and shot. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
= The Scurvy Crew is Legion =&lt;br /&gt;
YAHRR! We be the first clan on the island to break '''40''' members!! The Captain decrees an extra pint of grog to all members in celebration.&lt;br /&gt;
&lt;br /&gt;
[[ Image:On beach.jpg ]]&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Cutthroat and Mr. Xenor!!&lt;br /&gt;
&lt;br /&gt;
The Captain's offer of Parley to the Order of Patriots was soundly denied. The Scurvy Crew is now free to hunt them and the Pirate Hunters wherever they are found. Special care must be taken that innocent outsiders are not also slain so all crewmembers are advised to check their prey's profile before they strike.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]I'm trying to start a dialoge with the outsiders. Somehow they keep falling over saying &amp;quot;why did you stab me??&amp;quot; it's like they don't know how to talk to a pirate??&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I wont be with you for a fair while, as I need time to rest. I hope you don't need any killing when I'm not here!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh! Wifey's active again, lads!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*Sailing Instructer: [http://www.shartak.com/profile.cgi?id=4868 Captain Barbossa]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate: [http://www.shartak.com/profile.cgi?id=4747 oneguynamedjosh]&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3006 Xenor]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4677 Cutthroat]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1809 Jimbo Cooke]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== Mr. Badhammer! ==&lt;br /&gt;
&lt;br /&gt;
The Case of Mr. Badhammer has been moved to the discussion page in lieu of a dedicated history page to come later (once there's enough history to justify its existence). Any who wish to read about the first application of nautical justice in the island's history may find it there.&lt;br /&gt;
&lt;br /&gt;
Your unknowingly disgraceful conduct embarrased the crew in the past (if it is indeed possible to disgrace persons such as we). You have, however, performed your duties admirably these past few months, and remained steadfastly loyal to the crew even during your demotion to Able Bodied Seaman. Your continued service to the crew in these conditions points to the high quality of your character. In light of your lengthy service, and the good conduct that was named as a necessity for your continued presence among the crew, your case is hereby dismissed. Ye be now reinstated to your former position as Quartermaster of the Scurvy Crew of the Hell-Born Strumpet. Congratulations, Quartermaster Badhammer! The crew lifts its flagons to you. You can drink at my table anytime. YAAHRRGH!! [[User:Tyler Whitney|Tyler Whitney]] 04:37, 14 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.)&lt;br /&gt;
&lt;br /&gt;
==Summation of Wiksik Raid==&lt;br /&gt;
Will be here once all parties are accounted for.&lt;br /&gt;
&lt;br /&gt;
==Second Dalpok Raid==&lt;br /&gt;
&lt;br /&gt;
Tyler Whitney: My apologies, my beloved crew, that I have not been able to join you personally in the razing of Dalpok. As I'm sure you know, I've been occupied with a fact-finding mission to York. The good news is that in the meantime 2 pirate-slaying outsiders and 2 natives have tasted cold steel. My congratulations to the members of the Scurvy Crew who have lent such impressive aid to our Pirate brethern in Dalpok.&lt;br /&gt;
&lt;br /&gt;
Johny Bollocks: &lt;br /&gt;
&lt;br /&gt;
Rob Cath: &lt;br /&gt;
&lt;br /&gt;
Teach: &lt;br /&gt;
&lt;br /&gt;
Captain Dan: 25 - A bottle of rum to OpiumJoe and Xintlaer on me! I buy the first round for the entire crew!!!&lt;br /&gt;
&lt;br /&gt;
Rob Da Blade: 4&lt;br /&gt;
&lt;br /&gt;
Xintlaer: 25 Enough for me&lt;br /&gt;
  &lt;br /&gt;
Wifey: &lt;br /&gt;
&lt;br /&gt;
Wolverine: 9. It may be long after the battle, but I charge on like a ghost who forgot his party had left. Yarr!&lt;br /&gt;
&lt;br /&gt;
Baron Von Roeboat: &lt;br /&gt;
&lt;br /&gt;
badhammer: &lt;br /&gt;
&lt;br /&gt;
Pieman: 3&lt;br /&gt;
&lt;br /&gt;
Tycho &amp;quot;Yarr&amp;quot; Everett: &lt;br /&gt;
&lt;br /&gt;
Born to Kill: &lt;br /&gt;
&lt;br /&gt;
Dr Capitalism: &lt;br /&gt;
&lt;br /&gt;
Crimson Jake: &lt;br /&gt;
&lt;br /&gt;
Sigfrid: &lt;br /&gt;
&lt;br /&gt;
Anne Bonny: &lt;br /&gt;
&lt;br /&gt;
Axelius: &lt;br /&gt;
&lt;br /&gt;
OpiumJoe: 25. I finally got ganked, so I'm throwing my hat in and heading off to York to kill Pirate Hunters. Good hunting, gentlemen.&lt;br /&gt;
&lt;br /&gt;
Irene:  &lt;br /&gt;
&lt;br /&gt;
Karrak the Drunk:&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Rip_Purr&amp;diff=12177</id>
		<title>User:Rip Purr</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Rip_Purr&amp;diff=12177"/>
		<updated>2007-01-17T05:27:39Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= =&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto 1em auto; width:300px; border: 1px solid #CCCCCC&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Image:Ape.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==Rip Purr==&lt;br /&gt;
NexusWar&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=21634 Galvatron]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=19967 Cystic Fibrosis]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=50719 Rip Purr]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=79005 En Sabah Nur] &lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=79313 An Aboriginal shaman]&lt;br /&gt;
Urban Dead&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=436073 DogSoldier]&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=435987 Rip Purr]&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=436098 Sworn2Justice]&lt;br /&gt;
Shartak&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2659 Dashing Derek]&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=2691 Wolverine]&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=2731 Hank McCoy]&lt;br /&gt;
==Regular Haunts==&lt;br /&gt;
[http://revoltinglyevil.proboards23.com/ Decepticon Mainframe]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://c4nt.proboards104.com/ New Malton Colossus]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://mercenarysguild.proboards91.com/ Mercenary's Guildhouse]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.nexuswar.com/ NW Wiki]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.urbandead.com/ UD Wiki]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.shartak.com/ Shartak Wiki]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Ape.jpg&amp;diff=12176</id>
		<title>File:Ape.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Ape.jpg&amp;diff=12176"/>
		<updated>2007-01-17T05:26:28Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: Rip Purr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rip Purr&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Rip_Purr&amp;diff=12175</id>
		<title>User:Rip Purr</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Rip_Purr&amp;diff=12175"/>
		<updated>2007-01-17T05:24:47Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Regular Haunts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= =&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto 1em auto; width:300px; border: 1px solid #CCCCCC&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Image:]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==Rip Purr==&lt;br /&gt;
NexusWar&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=21634 Galvatron]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=19967 Cystic Fibrosis]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=50719 Rip Purr]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=79005 En Sabah Nur] &lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=79313 An Aboriginal shaman]&lt;br /&gt;
Urban Dead&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=436073 DogSoldier]&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=435987 Rip Purr]&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=436098 Sworn2Justice]&lt;br /&gt;
Shartak&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2659 Dashing Derek]&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=2691 Wolverine]&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=2731 Hank McCoy]&lt;br /&gt;
==Regular Haunts==&lt;br /&gt;
[http://revoltinglyevil.proboards23.com/ Decepticon Mainframe]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://c4nt.proboards104.com/ New Malton Colossus]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://mercenarysguild.proboards91.com/ Mercenary's Guildhouse]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.nexuswar.com/ NW Wiki]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.urbandead.com/ UD Wiki]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wiki.shartak.com/ Shartak Wiki]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Rip_Purr&amp;diff=12174</id>
		<title>User:Rip Purr</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Rip_Purr&amp;diff=12174"/>
		<updated>2007-01-17T05:20:20Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= =&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto 1em auto; width:300px; border: 1px solid #CCCCCC&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Image:]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==Rip Purr==&lt;br /&gt;
NexusWar&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=21634 Galvatron]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=19967 Cystic Fibrosis]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=50719 Rip Purr]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=79005 En Sabah Nur] &lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=79313 An Aboriginal shaman]&lt;br /&gt;
Urban Dead&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=436073 DogSoldier]&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=435987 Rip Purr]&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=436098 Sworn2Justice]&lt;br /&gt;
Shartak&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2659 Dashing Derek]&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=2691 Wolverine]&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=2731 Hank McCoy]&lt;br /&gt;
==Regular Haunts==&lt;br /&gt;
[http://revoltinglyevil.proboards23.com/ Decepticon Mainframe]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://c4nt.proboards104.com/ New Malton Colossus]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://mercenarysguild.proboards91.com/ Mercenary's Guildhouse]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Rip_Purr&amp;diff=12173</id>
		<title>User:Rip Purr</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Rip_Purr&amp;diff=12173"/>
		<updated>2007-01-17T05:13:06Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 1em auto 1em auto; width:300px; border: 1px solid #CCCCCC&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Image:]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==Rip Purr==&lt;br /&gt;
NexusWar&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=21634 Galvatron]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=19967 Cystic Fibrosis]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=50719 Rip Purr]&lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=79005 En Sabah Nur] &lt;br /&gt;
*[http://www.nexuswar.com/characters/view.do?characterID=79313 An Aboriginal shaman]&lt;br /&gt;
Urban Dead&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=436073 DogSoldier]&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=435987 Rip Purr]&lt;br /&gt;
*[http://urbandead.com/profile.cgi?id=436098 Sworn2Justice]&lt;br /&gt;
Shartak&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2659 Dashing Derek]&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=2691 Wolverine]&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=2731 Hank McCoy]&lt;br /&gt;
==Regular Haunts==&lt;br /&gt;
[http://revoltinglyevil.proboards23.com/ Decepticon Mainframe]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://c4nt.proboards104.com/ New Malton Colossus]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://mercenarysguild.proboards91.com/ Mercenary's Guildhouse]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=12125</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=12125"/>
		<updated>2007-01-14T06:24:25Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Second Dalpok Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A Gentleman's Wager=&lt;br /&gt;
&lt;br /&gt;
It appears that recently a member of the Scurvy Crew has had a beef and has started hunting a member of the Jolly Roger Gang. Rather than let this encourage more violence between the crews the Captains have decided to let them settle it between themselves. The recent decision to start placing bets on who wins and the possible profits of such had absolutely nothing to do with the Captains' judgement in this case. &lt;br /&gt;
&lt;br /&gt;
That being said, '''PLACE YOUR BETS! PLACE YOUR BETS RIGHT HEAH!!!'''&lt;br /&gt;
&lt;br /&gt;
*Captain Michael Edwards: 7 on the Roger boy to win&lt;br /&gt;
*Captain Tyler Whitney: 5 gold on Mr. Xintlaer to win, with a side bet of six gold that he gets lucky and lands two 5-damage swings of the cutlass in the process.&lt;br /&gt;
*Captain Dan wages '''30 golden coins''' on Xintlaer to beat this here Roger boy! Note, this be a private bet. Anyone wish to risk 30 coins on that Zom-VLD will beat our boy?&lt;br /&gt;
*Rozen, JRG's PKer slayer, wagers 5 on Zom, with a side bet of 5, on the fight ending with the winner (whoever it be) on lower than 15 HP.&lt;br /&gt;
*Zom-VLD, JRG's treasurer - 30 gold to whoever wins (challenge bet)&lt;br /&gt;
*Xintlaer, Strumpet's boatswain - 30 to the winner too.&lt;br /&gt;
*Master Dan jun Perls: Me thinks the mate called Xintlaer has better odds. 50 gold coins on Xintlaer.&lt;br /&gt;
As it appears Mr. Xintlaer and the Jolly Roger's treasurer are the offending parties they are encouraged to approach the beach adjacent to the shipwreck on Friday (exact time to be determined) when the match will begin.&lt;br /&gt;
&lt;br /&gt;
The Captains have been approached with the possibility that the fight be held further south so that other Outsiders and perhaps even Natives could witness it and bet unharrassed. Captain Whitney is loathe to accomodate the Natives in anything, but is sorely tempted by the thought of all their savage Gold.  Captain Whitney proposes that the fight be held outside the ruins south of the Wreck so that visitors may witness and wager as they please. Whatever massacres occur a discrete distance and lapse of time from the match might be another matter entirely. The location is fitting in any case. God knows what savage, backward rituals took place on that spot before the Strumpet had the ill-fortune to wreck on this coast. What says the Jolly Roger Gang?&lt;br /&gt;
&lt;br /&gt;
Also Mr. Xintlaer has yet to respond to the prospect of the fight (not surprising since the idea only took shape this morning). If he's still absent by friday another member of The Scurvy Crew can represent the Strumpet in the match. And either party always has the possibility of a rematch...&lt;br /&gt;
&lt;br /&gt;
I am present and I agree for the duel. --[[User:Xintlaer|Xintlaer]] 14:45, 7 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dude, frickin awesome... [[User:Tyler Whitney|Tyler Whitney]] 01:25, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also I vouch for the ruins to host the match, We should start spreading the word around Shartak.--[[User:Michael edwards|Michael edwards]] 02:26, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, latest idea is 1st match is tomorrow at 7pm EST, unless there are any objections. Then we can make it best 2 out of 3 with the second match Sunday. If it goes to three rounds we can settle that maybe late monday or tuesday. We want to give the fighters time to heal, do the shaman bounce if they have to, and get back in the arena rested and ready to fight!!&lt;br /&gt;
&lt;br /&gt;
It's also been proposed that this become the first of a series of inter-clan matches, which is a groin-grabbingly good idea!!! Any clans interested should drop Captains Edwards and Whitney a line, or simply start up a new Shartak Boxing League page, or somehting like that.&lt;br /&gt;
&lt;br /&gt;
I would rather prefer the first match to be on Sunday... 7 pm EST... it's 1 pm for me, and I'm at the university today...--[[User:Xintlaer|Xintlaer]] 08:58, 10 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arrr, I see nay problem with the move to sunday. 7PM EST is 11PM fer me, so it be fine. As fer 3 rounds, it be needin' 3 days too, 1 round per day, arr --[[User:HVLD|HVLD]] 16:20, 10 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Vendetta!=&lt;br /&gt;
&lt;br /&gt;
Over the past few months the Scurvy Crew and other Pirates have become increasingly aware of Outsiders directing violence at their Pirate cousins.&lt;br /&gt;
&lt;br /&gt;
[[ image:Tableau-barbenoire.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Unidentified members of the Scurvy Crew and Anti-Pirates engage in battle at the Hell-born Strumpet's Wreck).&lt;br /&gt;
&lt;br /&gt;
For some reason nearly all the clans that have made slaying Pirates their mandate are based out of York. To determine the actual situation the Captain went on a goodwill tour to the Yorkmen's camp. Believing that it was bad manners for a visitor to arrive at a neighbor's empty-handed Captain Whitney brought a bag filled 43 bottles of rum (one for every member of the Crew), and several cutlasses with which to impress the locals. By the time he arrived in York only half a bottle of rum was left, and this was soon thrown at a nearby wild boar. After announcing his presence and intentions at the local Colonial Police station the Captain decided to hit the town. There he saw a pub and several huts in which Outsiders and Natives cohabited peacefully and in which Captain Whitney was welcomed with opened arms and bottles. Such civility between Outsiders and Natives seemed unnatural to the Captain, but he was determined not to offend his hosts, especially while they were picking up this round. &lt;br /&gt;
&lt;br /&gt;
It was during his second night of carousing with the locals that the Captain was assaulted by his first Anti-Pirate. It was one of the same Yorkmen who had been harrassing the Strumpet's Wreck and any other pirates they happened across.&lt;br /&gt;
&lt;br /&gt;
With what he now knew about the population of York, and its Anti-Pirate minority the Captain is convinced that a declaration of Vendetta is in order. The Captain declares Vendetta as approved murdering of one or more clans rather than the indiscriminate targeting of a village as in a Raid. While individual members of these clans have whispered their belief that their machetes might abstain from Scurvy Crew blood (due to the Crew's general policy of non-violence towards other Outsiders) their actions speak differently. The Scurvy Crew cannot also stand by while other Pirates are slain simply for loving rum and brawling more than the island's more timid elements. The Crew be hereby ordered to sink their daggers and cutlasses into members of the following clans wherever they be found:&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.shartak.com/index.php/The_Pirate_Hunters The Pirate Hunters]: Goes without saying...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/York_Pirate_Slayers York Pirate Slayers]: Same as above...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/Order_of_Patriots The Order of Patriots]: It at first appeared the Order's mandate be only the defense of citizens of York and not indiscriminate pirate-hunting. This led the Captain to propose Parley with the Order. The Captain's offer of Parley [http://wiki.shartak.com/index.php/Talk:Order_of_Patriots#PARLEY.21.21 was soundly rejected] and they have made it clear through their words and actions that their goal is the complete obliteration of Pirates from the island. They should be considered as no better than the rumless Natives...&lt;br /&gt;
&lt;br /&gt;
A member of one of the clans mentioned above recently approached the Captain in York and asked for a temporary ceasefire. It seems someone has contracted the Mercenary's Guild to attack the same clans the Scurvy Crew has now declared Vendetta against. This was done before the start of the Captain's goodwill tour of the Yorkmen's camp.&lt;br /&gt;
&lt;br /&gt;
The Captain sees no reason to declare a ceasefire. Why should we, your targets since your clans' inception be moved to restraint now when you have demonstrated none towards us in the past? Are Pirates supposed to pity you now that you are seeing the result of your months of indiscriminate violence towards us? Why should we sheath our cutlasses and wait for your machetes to be sunk into our backs at your convenience? No, many strange and evil things dwell in the hearts of pirates, but mercy isn't one of them. &lt;br /&gt;
&lt;br /&gt;
=New Tortuga Has Been Achieved=&lt;br /&gt;
&lt;br /&gt;
'''At the conclusion of negotiations with various other outsider groups the island that the Scurvy Crew calls New Tortuga has been declared a nonaggression zone. The Captain protected the Scurvy Crew's right to behave like violent, drunken villians throughout the lengthy parley. This natural right has been reinforced (so long as no outsiders are harmed on the island or within its shallow waters). What follows below is the original account of the Captain's spiritual awakening and call to New Tortuga:'''&lt;br /&gt;
&lt;br /&gt;
The Wiksik Raid was hard fighting, no denying that. Those members of the crew who braved the jungle, ill-educated anti-pirate outsiders, native beasts, and savage natives, found themselves several days travel away from their home shaman. The glory and rum won by our cutlasses was that much sweeter with the struggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ image:42699438_5b6c0cc023.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Derbymen, unaligned Pirates, and members of The Scurvy Crew battle through the island's natives to assault the shaman of Wiksik.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Pirates and Outsiders died in the Wicksick raid. The Captain himself greeted his pirate brethren in the afterlife. It was in this shadow realm that the Captain witnessed the Giant Bottle of Rum. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Behold your better,&amp;quot; said the Bottle of Rum, &amp;quot;And Despair...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the Captain of The Scurvy Crew beheld the Giant Bottle of Rum. &amp;quot;Truly I both love and fear you O' Giant Bottle of Rum, but what of my Pirate brothers and sisters? We have been scattered across the island&amp;quot; he said. &amp;quot;We are hunted for our heads by rumless savages. Where can we go to celebrate our bloody plunder and drain the island of rum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And yay the Giant Bottle of Rum looked upon the Scurvy Crew in their toils in Wiksik and said, &amp;quot;Know that I have created an island for ye who hunger, and thirst for drunkeness, and it is not the island you stand on. It is the island west of Shartak, and as ye pirates (the beloved children of the Giant Bottle of Rum) love inebriation, so shall you find rum on this island. And it shall be named [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
And the Captain understood The Giant Bottle of Rum, and knew its purpose for the Scurvy Crew. All Crewmembers be hereby ordered to flood the large, horizontal island west of the greater island of Shartak. This island, south of the Strumpet's wreck and west of the Native village of Dalpok, shall be known as [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;]. New Tortuga shall henceforth be known as a private gaming preserve for outsiders in general, but pirates especially, and especially The Scurvy Crew of the Hell-born Strumpet. &lt;br /&gt;
&lt;br /&gt;
=Bloody Dalpok!=&lt;br /&gt;
&lt;br /&gt;
It was in the midst of a late afternoon apertif of 3 liters of Derby Rum that a sharpening stone was dropped in the Captain's lap by a particularly ugly monkey. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goddamit Monkey!&amp;quot; the Captain said. &amp;quot;That's the fifth time ye interrupted my pouring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Captain then proceeded to waste three days of his life hunting the particularly ugly monkey through jungle, ruins, and shipwreck. He finally cornered it in the Strumpet's Crow's Nest (that sounds a bit racy doesn't it? Nevermind!). After the long pursuit, and being a bit peckish, the Captain ate the monkey. &lt;br /&gt;
&lt;br /&gt;
[[ Image:Monkey2.jpg ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources believe this to be the monkey in its natural habitat, and before the Captain ate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was only when he got to the tail that he noticed a missive tied to it with a green ribbon. Picking his teeth with a monkey rib the Captain sat down to read the message with an after-supper pint of rum. It read: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--Michael edwards 00:17, 31 August 2006 (UTC)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Four Cannon's A-Blazing!&amp;quot; exclaimed the Captain with what he believed to be a pirate expression (it was not, in fact no pirate until him had '''ever''' said those words). &amp;quot;There are other pirates on the island besides my beloved Scurvy Crew?&amp;quot; The Captain then sat down and spent the rest of the day drinking and thinking about the implications of this discovery.&lt;br /&gt;
&lt;br /&gt;
The Captain awoke the next morning to hear a ghost whispering in his ear. Shooting up ramrod straight the Captain climbed up Crow's Nest once more, and pulled from his pocket a whistle made of Native bones. Taking a deep breath the Captain then blew on the whistle, but no sound was heard. In fact, the dozens of pirates around the Strumpet's wreck (who the Captain had been too drunk or insane to notice until a day ago) were completely oblivious to the tiny figure at the top of the Crow's Nest, playing a whistle with all his formidable might. But across Shartak, in jungles and mountains, villages and grasslands, buried in swamps and floating in water, specially trained sets of ears heard a faint ringing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My Beloved Scruvy Crew of the Hell-Born Strumpet!&amp;quot; bellowed Captain Tyler Whitney from the Crow's Nest, &amp;quot;Blood's being spilled in a Native Village and we're not the cause of it! All crewmembers be ordered to join our pirate brothers in flooding the dirt paths of Dalpok with blood! BYOB!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Royal Expedition ==&lt;br /&gt;
&lt;br /&gt;
Mr Dan here. I cannot stop ye or order ye to do anything, but for Christ Sake, PLEASE DON'T ATTACK ANY ROYAL EXPEDITION MEMBERS!!! I've spent a fair while negotiating with them not to attack us. We do not need a war. For more details, look at their talk page. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I don't know why, but I just got killed by mister Jones Dye, a member of the Royal Expedition --[[User:Xintlaer|Xintlaer]] 17:23, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah hell with it. I can't negotiate. Kill em if you want. I wish you would have put a word in this Captain. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
that bastard jones dye just killed me too! he's on new tortuga! someone kill him--[[User:Badhammer|Badhammer]] 14:51, 3 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Parley has been resumed with York and the Royal Expedition. If no appropriate reply is sent ye have liberty to pursue your vengance without fear of censure from your crew.&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Bottle of Powder, one Bottle of Water, one small Arm and shot. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
= The Scurvy Crew is Legion =&lt;br /&gt;
YAHRR! We be the first clan on the island to break '''40''' members!! The Captain decrees an extra pint of grog to all members in celebration.&lt;br /&gt;
&lt;br /&gt;
[[ Image:On beach.jpg ]]&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Cutthroat and Mr. Xenor!!&lt;br /&gt;
&lt;br /&gt;
The Captain's offer of Parley to the Order of Patriots was soundly denied. The Scurvy Crew is now free to hunt them and the Pirate Hunters wherever they are found. Special care must be taken that innocent outsiders are not also slain so all crewmembers are advised to check their prey's profile before they strike.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]I'm trying to start a dialoge with the outsiders. Somehow they keep falling over saying &amp;quot;why did you stab me??&amp;quot; it's like they don't know how to talk to a pirate??&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I wont be with you for a fair while, as I need time to rest. I hope you don't need any killing when I'm not here!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh! Wifey's active again, lads!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*Sailing Instructer: [http://www.shartak.com/profile.cgi?id=4868 Captain Barbossa]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate: [http://www.shartak.com/profile.cgi?id=4747 oneguynamedjosh]&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3006 Xenor]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4677 Cutthroat]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1809 Jimbo Cooke]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== Mr. Badhammer! ==&lt;br /&gt;
&lt;br /&gt;
The Case of Mr. Badhammer has been moved to the discussion page in lieu of a dedicated history page to come later (once there's enough history to justify its existence). Any who wish to read about the first application of nautical justice in the island's history may find it there.&lt;br /&gt;
&lt;br /&gt;
Your unknowingly disgraceful conduct embarrased the crew in the past (if it is indeed possible to disgrace persons such as we). You have, however, performed your duties admirably these past few months, and remained steadfastly loyal to the crew even during your demotion to Able Bodied Seaman. Your continued service to the crew in these conditions points to the high quality of your character. In light of your lengthy service, and the good conduct that was named as a necessity for your continued presence among the crew, your case is hereby dismissed. Ye be now reinstated to your former position as Quartermaster of the Scurvy Crew of the Hell-Born Strumpet. Congratulations, Quartermaster Badhammer! The crew lifts its flagons to you. You can drink at my table anytime. YAAHRRGH!! [[User:Tyler Whitney|Tyler Whitney]] 04:37, 14 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.)&lt;br /&gt;
&lt;br /&gt;
==Summation of Wiksik Raid==&lt;br /&gt;
Will be here once all parties are accounted for.&lt;br /&gt;
&lt;br /&gt;
==Second Dalpok Raid==&lt;br /&gt;
&lt;br /&gt;
Tyler Whitney: My apologies, my beloved crew, that I have not been able to join you personally in the razing of Dalpok. As I'm sure you know, I've been occupied with a fact-finding mission to York. The good news is that in the meantime 2 pirate-slaying outsiders and 2 natives have tasted cold steel. My congratulations to the members of the Scurvy Crew who have lent such impressive aid to our Pirate brethern in Dalpok.&lt;br /&gt;
&lt;br /&gt;
Johny Bollocks: &lt;br /&gt;
&lt;br /&gt;
Rob Cath: &lt;br /&gt;
&lt;br /&gt;
Teach: &lt;br /&gt;
&lt;br /&gt;
Captain Dan: 25 - A bottle of rum to OpiumJoe and Xintlaer on me! I buy the first round for the entire crew!!!&lt;br /&gt;
&lt;br /&gt;
Rob Da Blade: 4&lt;br /&gt;
&lt;br /&gt;
Xintlaer: 25 Enough for me&lt;br /&gt;
  &lt;br /&gt;
Wifey: &lt;br /&gt;
&lt;br /&gt;
Wolverine: 8, thanks to a dead Chief Carlo Chaimo. It may be long after the battle, but I charge on like a ghost who forgot his party had left. Yarr!&lt;br /&gt;
&lt;br /&gt;
Baron Von Roeboat: &lt;br /&gt;
&lt;br /&gt;
badhammer: &lt;br /&gt;
&lt;br /&gt;
Pieman: 3&lt;br /&gt;
&lt;br /&gt;
Tycho &amp;quot;Yarr&amp;quot; Everett: &lt;br /&gt;
&lt;br /&gt;
Born to Kill: &lt;br /&gt;
&lt;br /&gt;
Dr Capitalism: &lt;br /&gt;
&lt;br /&gt;
Crimson Jake: &lt;br /&gt;
&lt;br /&gt;
Sigfrid: &lt;br /&gt;
&lt;br /&gt;
Anne Bonny: &lt;br /&gt;
&lt;br /&gt;
Axelius: &lt;br /&gt;
&lt;br /&gt;
OpiumJoe: 25. I finally got ganked, so I'm throwing my hat in and heading off to York to kill Pirate Hunters. Good hunting, gentlemen.&lt;br /&gt;
&lt;br /&gt;
Irene:  &lt;br /&gt;
&lt;br /&gt;
Karrak the Drunk:&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=12106</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=12106"/>
		<updated>2007-01-12T03:22:27Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Second Dalpok Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A Gentleman's Wager=&lt;br /&gt;
&lt;br /&gt;
It appears that recently a member of the Scurvy Crew has had a beef and has started hunting a member of the Jolly Roger Gang. Rather than let this encourage more violence between the crews the Captains have decided to let them settle it between themselves. The recent decision to start placing bets on who wins and the possible profits of such had absolutely nothing to do with the Captains' judgement in this case. &lt;br /&gt;
&lt;br /&gt;
That being said, '''PLACE YOUR BETS! PLACE YOUR BETS RIGHT HEAH!!!'''&lt;br /&gt;
&lt;br /&gt;
*Captain Michael Edwards: 7 on the Roger boy to win&lt;br /&gt;
*Captain Tyler Whitney: 5 gold on Mr. Xintlaer to win, with a side bet of six gold that he gets lucky and lands two 5-damage swings of the cutlass in the process.&lt;br /&gt;
*Captain Dan wages '''30 golden coins''' on Xintlaer to beat this here Roger boy! Note, this be a private bet. Anyone wish to risk 30 coins on that Zom-VLD will beat our boy?&lt;br /&gt;
*Rozen, JRG's PKer slayer, wagers 5 on Zom, with a side bet of 5, on the fight ending with the winner (whoever it be) on lower than 15 HP.&lt;br /&gt;
*Zom-VLD, JRG's treasurer - 30 gold to whoever wins (challenge bet)&lt;br /&gt;
*Xintlaer, Strumpet's boatswain - 30 to the winner too.&lt;br /&gt;
*Master Dan jun Perls: Me thinks the mate called Xintlaer has better odds. 50 gold coins on Xintlaer.&lt;br /&gt;
As it appears Mr. Xintlaer and the Jolly Roger's treasurer are the offending parties they are encouraged to approach the beach adjacent to the shipwreck on Friday (exact time to be determined) when the match will begin.&lt;br /&gt;
&lt;br /&gt;
The Captains have been approached with the possibility that the fight be held further south so that other Outsiders and perhaps even Natives could witness it and bet unharrassed. Captain Whitney is loathe to accomodate the Natives in anything, but is sorely tempted by the thought of all their savage Gold.  Captain Whitney proposes that the fight be held outside the ruins south of the Wreck so that visitors may witness and wager as they please. Whatever massacres occur a discrete distance and lapse of time from the match might be another matter entirely. The location is fitting in any case. God knows what savage, backward rituals took place on that spot before the Strumpet had the ill-fortune to wreck on this coast. What says the Jolly Roger Gang?&lt;br /&gt;
&lt;br /&gt;
Also Mr. Xintlaer has yet to respond to the prospect of the fight (not surprising since the idea only took shape this morning). If he's still absent by friday another member of The Scurvy Crew can represent the Strumpet in the match. And either party always has the possibility of a rematch...&lt;br /&gt;
&lt;br /&gt;
I am present and I agree for the duel. --[[User:Xintlaer|Xintlaer]] 14:45, 7 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dude, frickin awesome... [[User:Tyler Whitney|Tyler Whitney]] 01:25, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also I vouch for the ruins to host the match, We should start spreading the word around Shartak.--[[User:Michael edwards|Michael edwards]] 02:26, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, latest idea is 1st match is tomorrow at 7pm EST, unless there are any objections. Then we can make it best 2 out of 3 with the second match Sunday. If it goes to three rounds we can settle that maybe late monday or tuesday. We want to give the fighters time to heal, do the shaman bounce if they have to, and get back in the arena rested and ready to fight!!&lt;br /&gt;
&lt;br /&gt;
It's also been proposed that this become the first of a series of inter-clan matches, which is a groin-grabbingly good idea!!! Any clans interested should drop Captains Edwards and Whitney a line, or simply start up a new Shartak Boxing League page, or somehting like that.&lt;br /&gt;
&lt;br /&gt;
I would rather prefer the first match to be on Sunday... 7 pm EST... it's 1 pm for me, and I'm at the university today...--[[User:Xintlaer|Xintlaer]] 08:58, 10 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arrr, I see nay problem with the move to sunday. 7PM EST is 11PM fer me, so it be fine. As fer 3 rounds, it be needin' 3 days too, 1 round per day, arr --[[User:HVLD|HVLD]] 16:20, 10 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Vendetta!=&lt;br /&gt;
&lt;br /&gt;
Over the past few months the Scurvy Crew and other Pirates have become increasingly aware of Outsiders directing violence at their Pirate cousins.&lt;br /&gt;
&lt;br /&gt;
[[ image:Tableau-barbenoire.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Unidentified members of the Scurvy Crew and Anti-Pirates engage in battle at the Hell-born Strumpet's Wreck).&lt;br /&gt;
&lt;br /&gt;
For some reason nearly all the clans that have made slaying Pirates their mandate are based out of York. To determine the actual situation the Captain went on a goodwill tour to the Yorkmen's camp. Believing that it was bad manners for a visitor to arrive at a neighbor's empty-handed Captain Whitney brought a bag filled 43 bottles of rum (one for every member of the Crew), and several cutlasses with which to impress the locals. By the time he arrived in York only half a bottle of rum was left, and this was soon thrown at a nearby wild boar. After announcing his presence and intentions at the local Colonial Police station the Captain decided to hit the town. There he saw a pub and several huts in which Outsiders and Natives cohabited peacefully and in which Captain Whitney was welcomed with opened arms and bottles. Such civility between Outsiders and Natives seemed unnatural to the Captain, but he was determined not to offend his hosts, especially while they were picking up this round. &lt;br /&gt;
&lt;br /&gt;
It was during his second night of carousing with the locals that the Captain was assaulted by his first Anti-Pirate. It was one of the same Yorkmen who had been harrassing the Strumpet's Wreck and any other pirates they happened across.&lt;br /&gt;
&lt;br /&gt;
With what he now knew about the population of York, and its Anti-Pirate minority the Captain is convinced that a declaration of Vendetta is in order. The Captain declares Vendetta as approved murdering of one or more clans rather than the indiscriminate targeting of a village as in a Raid. While individual members of these clans have whispered their belief that their machetes might abstain from Scurvy Crew blood (due to the Crew's general policy of non-violence towards other Outsiders) their actions speak differently. The Scurvy Crew cannot also stand by while other Pirates are slain simply for loving rum and brawling more than the island's more timid elements. The Crew be hereby ordered to sink their daggers and cutlasses into members of the following clans wherever they be found:&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.shartak.com/index.php/The_Pirate_Hunters The Pirate Hunters]: Goes without saying...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/York_Pirate_Slayers York Pirate Slayers]: Same as above...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/Order_of_Patriots The Order of Patriots]: It at first appeared the Order's mandate be only the defense of citizens of York and not indiscriminate pirate-hunting. This led the Captain to propose Parley with the Order. The Captain's offer of Parley [http://wiki.shartak.com/index.php/Talk:Order_of_Patriots#PARLEY.21.21 was soundly rejected] and they have made it clear through their words and actions that their goal is the complete obliteration of Pirates from the island. They should be considered as no better than the rumless Natives...&lt;br /&gt;
&lt;br /&gt;
A member of one of the clans mentioned above recently approached the Captain in York and asked for a temporary ceasefire. It seems someone has contracted the Mercenary's Guild to attack the same clans the Scurvy Crew has now declared Vendetta against. This was done before the start of the Captain's goodwill tour of the Yorkmen's camp.&lt;br /&gt;
&lt;br /&gt;
The Captain sees no reason to declare a ceasefire. Why should we, your targets since your clans' inception be moved to restraint now when you have demonstrated none towards us in the past? Are Pirates supposed to pity you now that you are seeing the result of your months of indiscriminate violence towards us? Why should we sheath our cutlasses and wait for your machetes to be sunk into our backs at your convenience? No, many strange and evil things dwell in the hearts of pirates, but mercy isn't one of them. &lt;br /&gt;
&lt;br /&gt;
=New Tortuga Has Been Achieved=&lt;br /&gt;
&lt;br /&gt;
'''At the conclusion of negotiations with various other outsider groups the island that the Scurvy Crew calls New Tortuga has been declared a nonaggression zone. The Captain protected the Scurvy Crew's right to behave like violent, drunken villians throughout the lengthy parley. This natural right has been reinforced (so long as no outsiders are harmed on the island or within its shallow waters). What follows below is the original account of the Captain's spiritual awakening and call to New Tortuga:'''&lt;br /&gt;
&lt;br /&gt;
The Wiksik Raid was hard fighting, no denying that. Those members of the crew who braved the jungle, ill-educated anti-pirate outsiders, native beasts, and savage natives, found themselves several days travel away from their home shaman. The glory and rum won by our cutlasses was that much sweeter with the struggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ image:42699438_5b6c0cc023.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Derbymen, unaligned Pirates, and members of The Scurvy Crew battle through the island's natives to assault the shaman of Wiksik.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Pirates and Outsiders died in the Wicksick raid. The Captain himself greeted his pirate brethren in the afterlife. It was in this shadow realm that the Captain witnessed the Giant Bottle of Rum. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Behold your better,&amp;quot; said the Bottle of Rum, &amp;quot;And Despair...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the Captain of The Scurvy Crew beheld the Giant Bottle of Rum. &amp;quot;Truly I both love and fear you O' Giant Bottle of Rum, but what of my Pirate brothers and sisters? We have been scattered across the island&amp;quot; he said. &amp;quot;We are hunted for our heads by rumless savages. Where can we go to celebrate our bloody plunder and drain the island of rum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And yay the Giant Bottle of Rum looked upon the Scurvy Crew in their toils in Wiksik and said, &amp;quot;Know that I have created an island for ye who hunger, and thirst for drunkeness, and it is not the island you stand on. It is the island west of Shartak, and as ye pirates (the beloved children of the Giant Bottle of Rum) love inebriation, so shall you find rum on this island. And it shall be named [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
And the Captain understood The Giant Bottle of Rum, and knew its purpose for the Scurvy Crew. All Crewmembers be hereby ordered to flood the large, horizontal island west of the greater island of Shartak. This island, south of the Strumpet's wreck and west of the Native village of Dalpok, shall be known as [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;]. New Tortuga shall henceforth be known as a private gaming preserve for outsiders in general, but pirates especially, and especially The Scurvy Crew of the Hell-born Strumpet. &lt;br /&gt;
&lt;br /&gt;
=Bloody Dalpok!=&lt;br /&gt;
&lt;br /&gt;
It was in the midst of a late afternoon apertif of 3 liters of Derby Rum that a sharpening stone was dropped in the Captain's lap by a particularly ugly monkey. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goddamit Monkey!&amp;quot; the Captain said. &amp;quot;That's the fifth time ye interrupted my pouring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Captain then proceeded to waste three days of his life hunting the particularly ugly monkey through jungle, ruins, and shipwreck. He finally cornered it in the Strumpet's Crow's Nest (that sounds a bit racy doesn't it? Nevermind!). After the long pursuit, and being a bit peckish, the Captain ate the monkey. &lt;br /&gt;
&lt;br /&gt;
[[ Image:Monkey2.jpg ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources believe this to be the monkey in its natural habitat, and before the Captain ate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was only when he got to the tail that he noticed a missive tied to it with a green ribbon. Picking his teeth with a monkey rib the Captain sat down to read the message with an after-supper pint of rum. It read: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--Michael edwards 00:17, 31 August 2006 (UTC)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Four Cannon's A-Blazing!&amp;quot; exclaimed the Captain with what he believed to be a pirate expression (it was not, in fact no pirate until him had '''ever''' said those words). &amp;quot;There are other pirates on the island besides my beloved Scurvy Crew?&amp;quot; The Captain then sat down and spent the rest of the day drinking and thinking about the implications of this discovery.&lt;br /&gt;
&lt;br /&gt;
The Captain awoke the next morning to hear a ghost whispering in his ear. Shooting up ramrod straight the Captain climbed up Crow's Nest once more, and pulled from his pocket a whistle made of Native bones. Taking a deep breath the Captain then blew on the whistle, but no sound was heard. In fact, the dozens of pirates around the Strumpet's wreck (who the Captain had been too drunk or insane to notice until a day ago) were completely oblivious to the tiny figure at the top of the Crow's Nest, playing a whistle with all his formidable might. But across Shartak, in jungles and mountains, villages and grasslands, buried in swamps and floating in water, specially trained sets of ears heard a faint ringing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My Beloved Scruvy Crew of the Hell-Born Strumpet!&amp;quot; bellowed Captain Tyler Whitney from the Crow's Nest, &amp;quot;Blood's being spilled in a Native Village and we're not the cause of it! All crewmembers be ordered to join our pirate brothers in flooding the dirt paths of Dalpok with blood! BYOB!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Royal Expedition ==&lt;br /&gt;
&lt;br /&gt;
Mr Dan here. I cannot stop ye or order ye to do anything, but for Christ Sake, PLEASE DON'T ATTACK ANY ROYAL EXPEDITION MEMBERS!!! I've spent a fair while negotiating with them not to attack us. We do not need a war. For more details, look at their talk page. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I don't know why, but I just got killed by mister Jones Dye, a member of the Royal Expedition --[[User:Xintlaer|Xintlaer]] 17:23, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah hell with it. I can't negotiate. Kill em if you want. I wish you would have put a word in this Captain. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
that bastard jones dye just killed me too! he's on new tortuga! someone kill him--[[User:Badhammer|Badhammer]] 14:51, 3 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Parley has been resumed with York and the Royal Expedition. If no appropriate reply is sent ye have liberty to pursue your vengance without fear of censure from your crew.&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Bottle of Powder, one Bottle of Water, one small Arm and shot. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
= The Scurvy Crew is Legion =&lt;br /&gt;
YAHRR! We be the first clan on the island to break '''40''' members!! The Captain decrees an extra pint of grog to all members in celebration.&lt;br /&gt;
&lt;br /&gt;
[[ Image:On beach.jpg ]]&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Cutthroat and Mr. Xenor!!&lt;br /&gt;
&lt;br /&gt;
The Captain's offer of Parley to the Order of Patriots was soundly denied. The Scurvy Crew is now free to hunt them and the Pirate Hunters wherever they are found. Special care must be taken that innocent outsiders are not also slain so all crewmembers are advised to check their prey's profile before they strike.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]I'm trying to start a dialoge with the outsiders. Somehow they keep falling over saying &amp;quot;why did you stab me??&amp;quot; it's like they don't know how to talk to a pirate??&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I wont be with you for a fair while, as I need time to rest. I hope you don't need any killing when I'm not here!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh! Wifey's active again, lads!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*Sailing Instructer: [http://www.shartak.com/profile.cgi?id=4868 Captain Barbossa]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate: [http://www.shartak.com/profile.cgi?id=4747 oneguynamedjosh]&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3006 Xenor]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4677 Cutthroat]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1809 Jimbo Cooke]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
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Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== Mr. Badhammer! ==&lt;br /&gt;
&lt;br /&gt;
The Case of Mr. Badhammer has been moved to the discussion page in lieu of a dedicated history page to come later (once there's enough history to justify its existence). Any who wish to read about the first application of nautical justice in the island's history may find it there.&lt;br /&gt;
&lt;br /&gt;
Your unknowingly disgraceful conduct embarrased the crew in the past (if it is indeed possible to disgrace persons such as we). You have, however, performed your duties admirably these past few months, and remained steadfastly loyal to the crew even during your demotion to Able Bodied Seaman. Your continued service to the crew in these conditions points to the high quality of your character. In light of your lengthy service, and the good conduct that was named as a necessity for your continued presence among the crew, your case is hereby dismissed. Ye be now reinstated to your former position as Quartermaster of the Scurvy Crew of the Hell-Born Strumpet. Congratulations, Quartermaster Badhammer! The crew lifts its flagons to you. You can drink at my table anytime. YAAHRRGH!! [[User:Tyler Whitney|Tyler Whitney]] 04:37, 14 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.)&lt;br /&gt;
&lt;br /&gt;
==Summation of Wiksik Raid==&lt;br /&gt;
Will be here once all parties are accounted for.&lt;br /&gt;
&lt;br /&gt;
==Second Dalpok Raid==&lt;br /&gt;
&lt;br /&gt;
Tyler Whitney: My apologies, my beloved crew, that I have not been able to join you personally in the razing of Dalpok. As I'm sure you know, I've been occupied with a fact-finding mission to York. The good news is that in the meantime 2 pirate-slaying outsiders and 2 natives have tasted cold steel. My congratulations to the members of the Scurvy Crew who have lent such impressive aid to our Pirate brethern in Dalpok.&lt;br /&gt;
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Johny Bollocks: &lt;br /&gt;
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Rob Cath: &lt;br /&gt;
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Teach: &lt;br /&gt;
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Captain Dan: 25 - A bottle of rum to OpiumJoe and Xintlaer on me! I buy the first round for the entire crew!!!&lt;br /&gt;
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Rob Da Blade: 4&lt;br /&gt;
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Xintlaer: 25 Enough for me&lt;br /&gt;
  &lt;br /&gt;
Wifey: &lt;br /&gt;
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Wolverine: 7, thanks to a dead Doplegnger. It may be long after the battle, but I charge on like a ghost who forgot his party had left. Yarr!&lt;br /&gt;
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Baron Von Roeboat: &lt;br /&gt;
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badhammer: &lt;br /&gt;
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Pieman: 3&lt;br /&gt;
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Tycho &amp;quot;Yarr&amp;quot; Everett: &lt;br /&gt;
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Born to Kill: &lt;br /&gt;
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Dr Capitalism: &lt;br /&gt;
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Crimson Jake: &lt;br /&gt;
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Sigfrid: &lt;br /&gt;
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Anne Bonny: &lt;br /&gt;
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Axelius: &lt;br /&gt;
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OpiumJoe: 25. I finally got ganked, so I'm throwing my hat in and heading off to York to kill Pirate Hunters. Good hunting, gentlemen.&lt;br /&gt;
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Irene:  &lt;br /&gt;
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Karrak the Drunk:&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=12105</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=12105"/>
		<updated>2007-01-12T02:49:01Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
 &lt;br /&gt;
''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]&lt;br /&gt;
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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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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===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;
&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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[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;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
&lt;br /&gt;
This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===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;
 &lt;br /&gt;
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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===Possession===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Yet another spirit suggestion. As far as I can see, this hasn't been suggested yet - but I apologise if it has been suggested under a different guise. With the recent addition of the Exorcism skill, I feel that there is less and less appeal to play as a ghost character, aside from an alternative method of farming xp. The only current features of the ghost &amp;quot;class&amp;quot; is wailing and spamming. The addition of a possession skill might give people more of a reason to play as a ghost and perhaps make gameplay more interesting. A possession skill would be bought after the banshee wail skill. It would allow the user to temporalily take control of another player for the cost of 40AP, allowing the spirit to effectively &amp;quot;act&amp;quot; as this player for their (the spirits, not the victim) remaining AP. When they use up their AP they will return to their spirit form and control will return to the original player. If the possession skill is used on an active player, it will work until this player moves or makes an action of their own, which would return the spirit to their ghost form (and effectively waste the AP spent on using the possession skill). I think this would be a fun addition to the game, and give players a bigger motivation to rp as a spirit, although I'm not sure if this kind of skill would be possible to implement (taking temporary control of other players etc).|&lt;br /&gt;
suggest_time=10:50, 1 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Doesn't sound too appealing to me - would be a real bummer to login and see that one character had taken possession of me, given all my gold to a friend, dropped my other items, and used the remaining AP to punch an elephant or move me to an enemy city.  Maybe if possession was restricted to animals? --[[User:Frisco|Frisco]] 18:57, 8 September 2006 (UTC)&lt;br /&gt;
*There would be restrictions on the skill such as the spirit not being able to possess someone of a higher level and only be able to possess someone for an amount of AP equal to their level (a level 17 spirit would be able to possess someone of a lower level for 17 turns). As well as this, actions that possessed players take dont get deducted from the possessed players AP, they get deducted from the ghosts AP. Also other players would be able to distinguish a possessed players actions by the text describing the action, so instead of &amp;quot;Bob gives Sam 10 gold&amp;quot; it would be something like &amp;quot;Bob with a strange glow in his eyes gives Sam 10 gold&amp;quot; or something similar. I think spirits need some kind of extra skill to make RPing as a spirit as worthwhile as RPing as a native or outsider. [[User:Zeff|Zeff]] 19:19, 9 September 2006 (UTC)&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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Comment here&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;
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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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=== 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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=== 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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===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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===Contact List/Tracking Mastery Integration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, improvement|&lt;br /&gt;
suggest_scope=All or Scout/Explorer|&lt;br /&gt;
suggest_description=Expert Mastery is overly canned as fairly useless, as it's a touch aimless and the amount of AP you put in to tracking means it's kind of easier to just go walking about randomly and see what you bump into rather than bother with the pesky 'Look for Tracks' button. However, if one knew WHO one was tracking, they might spend a little more time using this skill. It's stupid to have EVERYONE's name pop up in the tracking interface, but what if you were able to recognise the tracks of those in your contact list?&lt;br /&gt;
It stands to reason that if they are in your contact list, you are quite familiar with them, and if you're a Master tracker, you'd be able to recognise their tracks. So, why not incorporate that into Master Tracker? The usual stuff would come up, native here recently, outsider went south-west, but with this addition: &amp;quot;You recognise tracks of The Malice, here recently. They lead south-west.&amp;quot;&lt;br /&gt;
We could make this a Scout/Explorer specific additional tracking skill at the end of the Tracking tree.|&lt;br /&gt;
suggest_time=02:49, 12 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&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>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=11988</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=11988"/>
		<updated>2007-01-10T03:00:37Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Second Dalpok Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A Gentleman's Wager=&lt;br /&gt;
&lt;br /&gt;
It appears that recently a member of the Scurvy Crew has had a beef and has started hunting a member of the Jolly Roger Gang. Rather than let this encourage more violence between the crews the Captains have decided to let them settle it between themselves. The recent decision to start placing bets on who wins and the possible profits of such had absolutely nothing to do with the Captains' judgement in this case. &lt;br /&gt;
&lt;br /&gt;
That being said, '''PLACE YOUR BETS! PLACE YOUR BETS RIGHT HEAH!!!'''&lt;br /&gt;
&lt;br /&gt;
*Captain Michael Edwards: 7 on the Roger boy to win&lt;br /&gt;
*Captain Tyler Whitney: 5 gold on Mr. Xintlaer to win, with a side bet of six gold that he gets lucky and lands two 5-damage swings of the cutlass in the process.&lt;br /&gt;
*Captain Dan wages '''30 golden coins''' on Xintlaer to beat this here Roger boy! Note, this be a private bet. Anyone wish to risk 30 coins on that Zom-VLD will beat our boy?&lt;br /&gt;
*Rozen, JRG's PKer slayer, wagers 5 on Zom, with a side bet of 5, on the fight ending with the winner (whoever it be) on lower than 15 HP.&lt;br /&gt;
*Zom-VLD, JRG's treasurer - 30 gold to whoever wins (challenge bet)&lt;br /&gt;
*Xintlaer, Strumpet's boatswain - 30 to the winner too.&lt;br /&gt;
*Master Dan jun Perls: Me thinks the mate called Xintlaer has better odds. 50 gold coins on Xintlaer.&lt;br /&gt;
As it appears Mr. Xintlaer and the Jolly Roger's treasurer are the offending parties they are encouraged to approach the beach adjacent to the shipwreck on Friday (exact time to be determined) when the match will begin.&lt;br /&gt;
&lt;br /&gt;
The Captains have been approached with the possibility that the fight be held further south so that other Outsiders and perhaps even Natives could witness it and bet unharrassed. Captain Whitney is loathe to accomodate the Natives in anything, but is sorely tempted by the thought of all their savage Gold.  Captain Whitney proposes that the fight be held outside the ruins south of the Wreck so that visitors may witness and wager as they please. Whatever massacres occur a discrete distance and lapse of time from the match might be another matter entirely. The location is fitting in any case. God knows what savage, backward rituals took place on that spot before the Strumpet had the ill-fortune to wreck on this coast. What says the Jolly Roger Gang?&lt;br /&gt;
&lt;br /&gt;
Also Mr. Xintlaer has yet to respond to the prospect of the fight (not surprising since the idea only took shape this morning). If he's still absent by friday another member of The Scurvy Crew can represent the Strumpet in the match. And either party always has the possibility of a rematch...&lt;br /&gt;
&lt;br /&gt;
I am present and I agree for the duel. --[[User:Xintlaer|Xintlaer]] 14:45, 7 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dude, frickin awesome... [[User:Tyler Whitney|Tyler Whitney]] 01:25, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also I vouch for the ruins to host the match, We should start spreading the word around Shartak.--[[User:Michael edwards|Michael edwards]] 02:26, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, latest idea is 1st match is tomorrow at 7pm EST, unless there are any objections. Then we can make it best 2 out of 3 with the second match Sunday. If it goes to three rounds we can settle that maybe late monday or tuesday. We want to give the fighters time to heal, do the shaman bounce if they have to, and get back in the arena rested and ready to fight!!&lt;br /&gt;
&lt;br /&gt;
It's also been proposed that this become the first of a series of inter-clan matches, which is a groin-grabbingly good idea!!! Any clans interested should drop Captains Edwards and Whitney a line, or simply start up a new Shartak Boxing League page, or somehting like that.&lt;br /&gt;
&lt;br /&gt;
I would rather prefer the first match to be on Sunday... 7 pm EST... it's 1 pm for me, and I'm at the university today...--[[User:Xintlaer|Xintlaer]] 08:58, 10 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arrr, I see nay problem with the move to sunday. 7PM EST is 11PM fer me, so it be fine. As fer 3 rounds, it be needin' 3 days too, 1 round per day, arr --[[User:HVLD|HVLD]] 16:20, 10 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Vendetta!=&lt;br /&gt;
&lt;br /&gt;
Over the past few months the Scurvy Crew and other Pirates have become increasingly aware of Outsiders directing violence at their Pirate cousins.&lt;br /&gt;
&lt;br /&gt;
[[ image:Tableau-barbenoire.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Unidentified members of the Scurvy Crew and Anti-Pirates engage in battle at the Hell-born Strumpet's Wreck).&lt;br /&gt;
&lt;br /&gt;
For some reason nearly all the clans that have made slaying Pirates their mandate are based out of York. To determine the actual situation the Captain went on a goodwill tour to the Yorkmen's camp. Believing that it was bad manners for a visitor to arrive at a neighbor's empty-handed Captain Whitney brought a bag filled 43 bottles of rum (one for every member of the Crew), and several cutlasses with which to impress the locals. By the time he arrived in York only half a bottle of rum was left, and this was soon thrown at a nearby wild boar. After announcing his presence and intentions at the local Colonial Police station the Captain decided to hit the town. There he saw a pub and several huts in which Outsiders and Natives cohabited peacefully and in which Captain Whitney was welcomed with opened arms and bottles. Such civility between Outsiders and Natives seemed unnatural to the Captain, but he was determined not to offend his hosts, especially while they were picking up this round. &lt;br /&gt;
&lt;br /&gt;
It was during his second night of carousing with the locals that the Captain was assaulted by his first Anti-Pirate. It was one of the same Yorkmen who had been harrassing the Strumpet's Wreck and any other pirates they happened across.&lt;br /&gt;
&lt;br /&gt;
With what he now knew about the population of York, and its Anti-Pirate minority the Captain is convinced that a declaration of Vendetta is in order. The Captain declares Vendetta as approved murdering of one or more clans rather than the indiscriminate targeting of a village as in a Raid. While individual members of these clans have whispered their belief that their machetes might abstain from Scurvy Crew blood (due to the Crew's general policy of non-violence towards other Outsiders) their actions speak differently. The Scurvy Crew cannot also stand by while other Pirates are slain simply for loving rum and brawling more than the island's more timid elements. The Crew be hereby ordered to sink their daggers and cutlasses into members of the following clans wherever they be found:&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.shartak.com/index.php/The_Pirate_Hunters The Pirate Hunters]: Goes without saying...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/York_Pirate_Slayers York Pirate Slayers]: Same as above...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/Order_of_Patriots The Order of Patriots]: It at first appeared the Order's mandate be only the defense of citizens of York and not indiscriminate pirate-hunting. This led the Captain to propose Parley with the Order. The Captain's offer of Parley [http://wiki.shartak.com/index.php/Talk:Order_of_Patriots#PARLEY.21.21 was soundly rejected] and they have made it clear through their words and actions that their goal is the complete obliteration of Pirates from the island. They should be considered as no better than the rumless Natives...&lt;br /&gt;
&lt;br /&gt;
A member of one of the clans mentioned above recently approached the Captain in York and asked for a temporary ceasefire. It seems someone has contracted the Mercenary's Guild to attack the same clans the Scurvy Crew has now declared Vendetta against. This was done before the start of the Captain's goodwill tour of the Yorkmen's camp.&lt;br /&gt;
&lt;br /&gt;
The Captain sees no reason to declare a ceasefire. Why should we, your targets since your clans' inception be moved to restraint now when you have demonstrated none towards us in the past? Are Pirates supposed to pity you now that you are seeing the result of your months of indiscriminate violence towards us? Why should we sheath our cutlasses and wait for your machetes to be sunk into our backs at your convenience? No, many strange and evil things dwell in the hearts of pirates, but mercy isn't one of them. &lt;br /&gt;
&lt;br /&gt;
=New Tortuga Has Been Achieved=&lt;br /&gt;
&lt;br /&gt;
'''At the conclusion of negotiations with various other outsider groups the island that the Scurvy Crew calls New Tortuga has been declared a nonaggression zone. The Captain protected the Scurvy Crew's right to behave like violent, drunken villians throughout the lengthy parley. This natural right has been reinforced (so long as no outsiders are harmed on the island or within its shallow waters). What follows below is the original account of the Captain's spiritual awakening and call to New Tortuga:'''&lt;br /&gt;
&lt;br /&gt;
The Wiksik Raid was hard fighting, no denying that. Those members of the crew who braved the jungle, ill-educated anti-pirate outsiders, native beasts, and savage natives, found themselves several days travel away from their home shaman. The glory and rum won by our cutlasses was that much sweeter with the struggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ image:42699438_5b6c0cc023.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Derbymen, unaligned Pirates, and members of The Scurvy Crew battle through the island's natives to assault the shaman of Wiksik.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Pirates and Outsiders died in the Wicksick raid. The Captain himself greeted his pirate brethren in the afterlife. It was in this shadow realm that the Captain witnessed the Giant Bottle of Rum. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Behold your better,&amp;quot; said the Bottle of Rum, &amp;quot;And Despair...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the Captain of The Scurvy Crew beheld the Giant Bottle of Rum. &amp;quot;Truly I both love and fear you O' Giant Bottle of Rum, but what of my Pirate brothers and sisters? We have been scattered across the island&amp;quot; he said. &amp;quot;We are hunted for our heads by rumless savages. Where can we go to celebrate our bloody plunder and drain the island of rum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And yay the Giant Bottle of Rum looked upon the Scurvy Crew in their toils in Wiksik and said, &amp;quot;Know that I have created an island for ye who hunger, and thirst for drunkeness, and it is not the island you stand on. It is the island west of Shartak, and as ye pirates (the beloved children of the Giant Bottle of Rum) love inebriation, so shall you find rum on this island. And it shall be named [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
And the Captain understood The Giant Bottle of Rum, and knew its purpose for the Scurvy Crew. All Crewmembers be hereby ordered to flood the large, horizontal island west of the greater island of Shartak. This island, south of the Strumpet's wreck and west of the Native village of Dalpok, shall be known as [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;]. New Tortuga shall henceforth be known as a private gaming preserve for outsiders in general, but pirates especially, and especially The Scurvy Crew of the Hell-born Strumpet. &lt;br /&gt;
&lt;br /&gt;
=Bloody Dalpok!=&lt;br /&gt;
&lt;br /&gt;
It was in the midst of a late afternoon apertif of 3 liters of Derby Rum that a sharpening stone was dropped in the Captain's lap by a particularly ugly monkey. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goddamit Monkey!&amp;quot; the Captain said. &amp;quot;That's the fifth time ye interrupted my pouring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Captain then proceeded to waste three days of his life hunting the particularly ugly monkey through jungle, ruins, and shipwreck. He finally cornered it in the Strumpet's Crow's Nest (that sounds a bit racy doesn't it? Nevermind!). After the long pursuit, and being a bit peckish, the Captain ate the monkey. &lt;br /&gt;
&lt;br /&gt;
[[ Image:Monkey2.jpg ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources believe this to be the monkey in its natural habitat, and before the Captain ate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was only when he got to the tail that he noticed a missive tied to it with a green ribbon. Picking his teeth with a monkey rib the Captain sat down to read the message with an after-supper pint of rum. It read: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--Michael edwards 00:17, 31 August 2006 (UTC)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Four Cannon's A-Blazing!&amp;quot; exclaimed the Captain with what he believed to be a pirate expression (it was not, in fact no pirate until him had '''ever''' said those words). &amp;quot;There are other pirates on the island besides my beloved Scurvy Crew?&amp;quot; The Captain then sat down and spent the rest of the day drinking and thinking about the implications of this discovery.&lt;br /&gt;
&lt;br /&gt;
The Captain awoke the next morning to hear a ghost whispering in his ear. Shooting up ramrod straight the Captain climbed up Crow's Nest once more, and pulled from his pocket a whistle made of Native bones. Taking a deep breath the Captain then blew on the whistle, but no sound was heard. In fact, the dozens of pirates around the Strumpet's wreck (who the Captain had been too drunk or insane to notice until a day ago) were completely oblivious to the tiny figure at the top of the Crow's Nest, playing a whistle with all his formidable might. But across Shartak, in jungles and mountains, villages and grasslands, buried in swamps and floating in water, specially trained sets of ears heard a faint ringing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My Beloved Scruvy Crew of the Hell-Born Strumpet!&amp;quot; bellowed Captain Tyler Whitney from the Crow's Nest, &amp;quot;Blood's being spilled in a Native Village and we're not the cause of it! All crewmembers be ordered to join our pirate brothers in flooding the dirt paths of Dalpok with blood! BYOB!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Royal Expedition ==&lt;br /&gt;
&lt;br /&gt;
Mr Dan here. I cannot stop ye or order ye to do anything, but for Christ Sake, PLEASE DON'T ATTACK ANY ROYAL EXPEDITION MEMBERS!!! I've spent a fair while negotiating with them not to attack us. We do not need a war. For more details, look at their talk page. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I don't know why, but I just got killed by mister Jones Dye, a member of the Royal Expedition --[[User:Xintlaer|Xintlaer]] 17:23, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah hell with it. I can't negotiate. Kill em if you want. I wish you would have put a word in this Captain. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
that bastard jones dye just killed me too! he's on new tortuga! someone kill him--[[User:Badhammer|Badhammer]] 14:51, 3 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Parley has been resumed with York and the Royal Expedition. If no appropriate reply is sent ye have liberty to pursue your vengance without fear of censure from your crew.&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Bottle of Powder, one Bottle of Water, one small Arm and shot. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
= The Scurvy Crew is Legion =&lt;br /&gt;
YAHRR! We be the first clan on the island to break '''40''' members!! The Captain decrees an extra pint of grog to all members in celebration.&lt;br /&gt;
&lt;br /&gt;
[[ Image:On beach.jpg ]]&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Cutthroat and Mr. Xenor!!&lt;br /&gt;
&lt;br /&gt;
The Captain's offer of Parley to the Order of Patriots was soundly denied. The Scurvy Crew is now free to hunt them and the Pirate Hunters wherever they are found. Special care must be taken that innocent outsiders are not also slain so all crewmembers are advised to check their prey's profile before they strike.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]I'm trying to start a dialoge with the outsiders. Somehow they keep falling over saying &amp;quot;why did you stab me??&amp;quot; it's like they don't know how to talk to a pirate??&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I wont be with you for a fair while, as I need time to rest. I hope you don't need any killing when I'm not here!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh! Wifey's active again, lads!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*Sailing Instructer: [http://www.shartak.com/profile.cgi?id=4868 Captain Barbossa]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate: [http://www.shartak.com/profile.cgi?id=4747 oneguynamedjosh]&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3006 Xenor]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4677 Cutthroat]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1809 Jimbo Cooke]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== Mr. Badhammer! ==&lt;br /&gt;
&lt;br /&gt;
The Case of Mr. Badhammer has been moved to the discussion page in lieu of a dedicated history page to come later (once there's enough history to justify its existence). Any who wish to read about the first application of nautical justice in the island's history may find it there.&lt;br /&gt;
&lt;br /&gt;
Your unknowingly disgraceful conduct embarrased the crew in the past (if it is indeed possible to disgrace persons such as we). You have, however, performed your duties admirably these past few months, and remained steadfastly loyal to the crew even during your demotion to Able Bodied Seaman. Your continued service to the crew in these conditions points to the high quality of your character. In light of your lengthy service, and the good conduct that was named as a necessity for your continued presence among the crew, your case is hereby dismissed. Ye be now reinstated to your former position as Quartermaster of the Scurvy Crew of the Hell-Born Strumpet. Congratulations, Quartermaster Badhammer! The crew lifts its flagons to you. You can drink at my table anytime. YAAHRRGH!! [[User:Tyler Whitney|Tyler Whitney]] 04:37, 14 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.)&lt;br /&gt;
&lt;br /&gt;
==Summation of Wiksik Raid==&lt;br /&gt;
Will be here once all parties are accounted for.&lt;br /&gt;
&lt;br /&gt;
==Second Dalpok Raid==&lt;br /&gt;
&lt;br /&gt;
Tyler Whitney: My apologies, my beloved crew, that I have not been able to join you personally in the razing of Dalpok. As I'm sure you know, I've been occupied with a fact-finding mission to York. The good news is that in the meantime 2 pirate-slaying outsiders and 2 natives have tasted cold steel. My congratulations to the members of the Scurvy Crew who have lent such impressive aid to our Pirate brethern in Dalpok.&lt;br /&gt;
&lt;br /&gt;
Johny Bollocks: &lt;br /&gt;
&lt;br /&gt;
Rob Cath: &lt;br /&gt;
&lt;br /&gt;
Teach: &lt;br /&gt;
&lt;br /&gt;
Captain Dan: 25 - A bottle of rum to OpiumJoe and Xintlaer on me! I buy the first round for the entire crew!!!&lt;br /&gt;
&lt;br /&gt;
Rob Da Blade: 4&lt;br /&gt;
&lt;br /&gt;
Xintlaer: 25 Enough for me&lt;br /&gt;
  &lt;br /&gt;
Wifey: &lt;br /&gt;
&lt;br /&gt;
Wolverine: 6, thanks to a dead Bezik. It may be long after the battle, but I charge on like a ghost who forgot his party had left. Yarr!&lt;br /&gt;
&lt;br /&gt;
Baron Von Roeboat: &lt;br /&gt;
&lt;br /&gt;
badhammer: &lt;br /&gt;
&lt;br /&gt;
Pieman: 3&lt;br /&gt;
&lt;br /&gt;
Tycho &amp;quot;Yarr&amp;quot; Everett: &lt;br /&gt;
&lt;br /&gt;
Born to Kill: &lt;br /&gt;
&lt;br /&gt;
Dr Capitalism: &lt;br /&gt;
&lt;br /&gt;
Crimson Jake: &lt;br /&gt;
&lt;br /&gt;
Sigfrid: &lt;br /&gt;
&lt;br /&gt;
Anne Bonny: &lt;br /&gt;
&lt;br /&gt;
Axelius: &lt;br /&gt;
&lt;br /&gt;
OpiumJoe: 25. I finally got ganked, so I'm throwing my hat in and heading off to York to kill Pirate Hunters. Good hunting, gentlemen.&lt;br /&gt;
&lt;br /&gt;
Irene:  &lt;br /&gt;
&lt;br /&gt;
Karrak the Drunk:&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=11947</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=11947"/>
		<updated>2007-01-09T01:17:14Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Second Dalpok Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A Gentleman's Wager=&lt;br /&gt;
&lt;br /&gt;
It appears that recently a member of the Scurvy Crew has had a beef and has started hunting a member of the Jolly Roger Gang. Rather than let this encourage more violence between the crews the Captains have decided to let them settle it between themselves. The recent decision to start placing bets on who wins and the possible profits of such had absolutely nothing to do with the Captains' judgement in this case. &lt;br /&gt;
&lt;br /&gt;
That being said, '''PLACE YOUR BETS! PLACE YOUR BETS RIGHT HEAH!!!'''&lt;br /&gt;
&lt;br /&gt;
*Captain Michael Edwards: 7 on the Roger boy to win&lt;br /&gt;
*Captain Tyler Whitney: 5 gold on Mr. Xintlaer to win, with a side bet of six gold that he gets lucky and lands two 5-damage swings of the cutlass in the process.&lt;br /&gt;
*Captain Dan wages '''30 golden coins''' on Xintlaer to beat this here Roger boy! Note, this be a private bet. Anyone wish to risk 30 coins on that Zom-VLD will beat our boy?&lt;br /&gt;
*Rozen, JRG's PKer slayer, wagers 5 on Zom, with a side bet of 5, on the fight ending with the winner (whoever it be) on lower than 15 HP.&lt;br /&gt;
*Zom-VLD, JRG's treasurer - 30 gold to whoever wins (challenge bet)&lt;br /&gt;
*Xintlaer, Strumpet's boatswain - 30 to the winner too.&lt;br /&gt;
*Master Dan jun Perls: Me thinks the mate called Xintlaer has better odds. 50 gold coins on Xintlaer.&lt;br /&gt;
As it appears Mr. Xintlaer and the Jolly Roger's treasurer are the offending parties they are encouraged to approach the beach adjacent to the shipwreck on Friday (exact time to be determined) when the match will begin.&lt;br /&gt;
&lt;br /&gt;
The Captains have been approached with the possibility that the fight be held further south so that other Outsiders and perhaps even Natives could witness it and bet unharrassed. Captain Whitney is loathe to accomodate the Natives in anything, but is sorely tempted by the thought of all their savage Gold.  Captain Whitney proposes that the fight be held outside the ruins south of the Wreck so that visitors may witness and wager as they please. Whatever massacres occur a discrete distance and lapse of time from the match might be another matter entirely. The location is fitting in any case. God knows what savage, backward rituals took place on that spot before the Strumpet had the ill-fortune to wreck on this coast. What says the Jolly Roger Gang?&lt;br /&gt;
&lt;br /&gt;
Also Mr. Xintlaer has yet to respond to the prospect of the fight (not surprising since the idea only took shape this morning). If he's still absent by friday another member of The Scurvy Crew can represent the Strumpet in the match. And either party always has the possibility of a rematch...&lt;br /&gt;
&lt;br /&gt;
I am present and I agree for the duel. --[[User:Xintlaer|Xintlaer]] 14:45, 7 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dude, frickin awesome... [[User:Tyler Whitney|Tyler Whitney]] 01:25, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also I vouch for the ruins to host the match, We should start spreading the word around Shartak.--[[User:Michael edwards|Michael edwards]] 02:26, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, latest idea is 1st match is tomorrow at 7pm EST, unless there are any objections. Then we can make it best 2 out of 3 with the second match Sunday. If it goes to three rounds we can settle that maybe late monday or tuesday. We want to give the fighters time to heal, do the shaman bounce if they have to, and get back in the arena rested and ready to fight!!&lt;br /&gt;
&lt;br /&gt;
It's also been proposed that this become the first of a series of inter-clan matches, which is a groin-grabbingly good idea!!! Any clans interested should drop Captains Edwards and Whitney a line, or simply start up a new Shartak Boxing League page, or somehting like that.&lt;br /&gt;
&lt;br /&gt;
I would rather prefer the first match to be on Sunday... 7 pm EST... it's 1 pm for me, and I'm at the university today...--[[User:Xintlaer|Xintlaer]] 08:58, 10 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arrr, I see nay problem with the move to sunday. 7PM EST is 11PM fer me, so it be fine. As fer 3 rounds, it be needin' 3 days too, 1 round per day, arr --[[User:HVLD|HVLD]] 16:20, 10 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Vendetta!=&lt;br /&gt;
&lt;br /&gt;
Over the past few months the Scurvy Crew and other Pirates have become increasingly aware of Outsiders directing violence at their Pirate cousins.&lt;br /&gt;
&lt;br /&gt;
[[ image:Tableau-barbenoire.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Unidentified members of the Scurvy Crew and Anti-Pirates engage in battle at the Hell-born Strumpet's Wreck).&lt;br /&gt;
&lt;br /&gt;
For some reason nearly all the clans that have made slaying Pirates their mandate are based out of York. To determine the actual situation the Captain went on a goodwill tour to the Yorkmen's camp. Believing that it was bad manners for a visitor to arrive at a neighbor's empty-handed Captain Whitney brought a bag filled 43 bottles of rum (one for every member of the Crew), and several cutlasses with which to impress the locals. By the time he arrived in York only half a bottle of rum was left, and this was soon thrown at a nearby wild boar. After announcing his presence and intentions at the local Colonial Police station the Captain decided to hit the town. There he saw a pub and several huts in which Outsiders and Natives cohabited peacefully and in which Captain Whitney was welcomed with opened arms and bottles. Such civility between Outsiders and Natives seemed unnatural to the Captain, but he was determined not to offend his hosts, especially while they were picking up this round. &lt;br /&gt;
&lt;br /&gt;
It was during his second night of carousing with the locals that the Captain was assaulted by his first Anti-Pirate. It was one of the same Yorkmen who had been harrassing the Strumpet's Wreck and any other pirates they happened across.&lt;br /&gt;
&lt;br /&gt;
With what he now knew about the population of York, and its Anti-Pirate minority the Captain is convinced that a declaration of Vendetta is in order. The Captain declares Vendetta as approved murdering of one or more clans rather than the indiscriminate targeting of a village as in a Raid. While individual members of these clans have whispered their belief that their machetes might abstain from Scurvy Crew blood (due to the Crew's general policy of non-violence towards other Outsiders) their actions speak differently. The Scurvy Crew cannot also stand by while other Pirates are slain simply for loving rum and brawling more than the island's more timid elements. The Crew be hereby ordered to sink their daggers and cutlasses into members of the following clans wherever they be found:&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.shartak.com/index.php/The_Pirate_Hunters The Pirate Hunters]: Goes without saying...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/York_Pirate_Slayers York Pirate Slayers]: Same as above...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/Order_of_Patriots The Order of Patriots]: It at first appeared the Order's mandate be only the defense of citizens of York and not indiscriminate pirate-hunting. This led the Captain to propose Parley with the Order. The Captain's offer of Parley [http://wiki.shartak.com/index.php/Talk:Order_of_Patriots#PARLEY.21.21 was soundly rejected] and they have made it clear through their words and actions that their goal is the complete obliteration of Pirates from the island. They should be considered as no better than the rumless Natives...&lt;br /&gt;
&lt;br /&gt;
A member of one of the clans mentioned above recently approached the Captain in York and asked for a temporary ceasefire. It seems someone has contracted the Mercenary's Guild to attack the same clans the Scurvy Crew has now declared Vendetta against. This was done before the start of the Captain's goodwill tour of the Yorkmen's camp.&lt;br /&gt;
&lt;br /&gt;
The Captain sees no reason to declare a ceasefire. Why should we, your targets since your clans' inception be moved to restraint now when you have demonstrated none towards us in the past? Are Pirates supposed to pity you now that you are seeing the result of your months of indiscriminate violence towards us? Why should we sheath our cutlasses and wait for your machetes to be sunk into our backs at your convenience? No, many strange and evil things dwell in the hearts of pirates, but mercy isn't one of them. &lt;br /&gt;
&lt;br /&gt;
=New Tortuga Has Been Achieved=&lt;br /&gt;
&lt;br /&gt;
'''At the conclusion of negotiations with various other outsider groups the island that the Scurvy Crew calls New Tortuga has been declared a nonaggression zone. The Captain protected the Scurvy Crew's right to behave like violent, drunken villians throughout the lengthy parley. This natural right has been reinforced (so long as no outsiders are harmed on the island or within its shallow waters). What follows below is the original account of the Captain's spiritual awakening and call to New Tortuga:'''&lt;br /&gt;
&lt;br /&gt;
The Wiksik Raid was hard fighting, no denying that. Those members of the crew who braved the jungle, ill-educated anti-pirate outsiders, native beasts, and savage natives, found themselves several days travel away from their home shaman. The glory and rum won by our cutlasses was that much sweeter with the struggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ image:42699438_5b6c0cc023.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Derbymen, unaligned Pirates, and members of The Scurvy Crew battle through the island's natives to assault the shaman of Wiksik.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Pirates and Outsiders died in the Wicksick raid. The Captain himself greeted his pirate brethren in the afterlife. It was in this shadow realm that the Captain witnessed the Giant Bottle of Rum. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Behold your better,&amp;quot; said the Bottle of Rum, &amp;quot;And Despair...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the Captain of The Scurvy Crew beheld the Giant Bottle of Rum. &amp;quot;Truly I both love and fear you O' Giant Bottle of Rum, but what of my Pirate brothers and sisters? We have been scattered across the island&amp;quot; he said. &amp;quot;We are hunted for our heads by rumless savages. Where can we go to celebrate our bloody plunder and drain the island of rum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And yay the Giant Bottle of Rum looked upon the Scurvy Crew in their toils in Wiksik and said, &amp;quot;Know that I have created an island for ye who hunger, and thirst for drunkeness, and it is not the island you stand on. It is the island west of Shartak, and as ye pirates (the beloved children of the Giant Bottle of Rum) love inebriation, so shall you find rum on this island. And it shall be named [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
And the Captain understood The Giant Bottle of Rum, and knew its purpose for the Scurvy Crew. All Crewmembers be hereby ordered to flood the large, horizontal island west of the greater island of Shartak. This island, south of the Strumpet's wreck and west of the Native village of Dalpok, shall be known as [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;]. New Tortuga shall henceforth be known as a private gaming preserve for outsiders in general, but pirates especially, and especially The Scurvy Crew of the Hell-born Strumpet. &lt;br /&gt;
&lt;br /&gt;
=Bloody Dalpok!=&lt;br /&gt;
&lt;br /&gt;
It was in the midst of a late afternoon apertif of 3 liters of Derby Rum that a sharpening stone was dropped in the Captain's lap by a particularly ugly monkey. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goddamit Monkey!&amp;quot; the Captain said. &amp;quot;That's the fifth time ye interrupted my pouring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Captain then proceeded to waste three days of his life hunting the particularly ugly monkey through jungle, ruins, and shipwreck. He finally cornered it in the Strumpet's Crow's Nest (that sounds a bit racy doesn't it? Nevermind!). After the long pursuit, and being a bit peckish, the Captain ate the monkey. &lt;br /&gt;
&lt;br /&gt;
[[ Image:Monkey2.jpg ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources believe this to be the monkey in its natural habitat, and before the Captain ate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was only when he got to the tail that he noticed a missive tied to it with a green ribbon. Picking his teeth with a monkey rib the Captain sat down to read the message with an after-supper pint of rum. It read: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--Michael edwards 00:17, 31 August 2006 (UTC)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Four Cannon's A-Blazing!&amp;quot; exclaimed the Captain with what he believed to be a pirate expression (it was not, in fact no pirate until him had '''ever''' said those words). &amp;quot;There are other pirates on the island besides my beloved Scurvy Crew?&amp;quot; The Captain then sat down and spent the rest of the day drinking and thinking about the implications of this discovery.&lt;br /&gt;
&lt;br /&gt;
The Captain awoke the next morning to hear a ghost whispering in his ear. Shooting up ramrod straight the Captain climbed up Crow's Nest once more, and pulled from his pocket a whistle made of Native bones. Taking a deep breath the Captain then blew on the whistle, but no sound was heard. In fact, the dozens of pirates around the Strumpet's wreck (who the Captain had been too drunk or insane to notice until a day ago) were completely oblivious to the tiny figure at the top of the Crow's Nest, playing a whistle with all his formidable might. But across Shartak, in jungles and mountains, villages and grasslands, buried in swamps and floating in water, specially trained sets of ears heard a faint ringing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My Beloved Scruvy Crew of the Hell-Born Strumpet!&amp;quot; bellowed Captain Tyler Whitney from the Crow's Nest, &amp;quot;Blood's being spilled in a Native Village and we're not the cause of it! All crewmembers be ordered to join our pirate brothers in flooding the dirt paths of Dalpok with blood! BYOB!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Royal Expedition ==&lt;br /&gt;
&lt;br /&gt;
Mr Dan here. I cannot stop ye or order ye to do anything, but for Christ Sake, PLEASE DON'T ATTACK ANY ROYAL EXPEDITION MEMBERS!!! I've spent a fair while negotiating with them not to attack us. We do not need a war. For more details, look at their talk page. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I don't know why, but I just got killed by mister Jones Dye, a member of the Royal Expedition --[[User:Xintlaer|Xintlaer]] 17:23, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah hell with it. I can't negotiate. Kill em if you want. I wish you would have put a word in this Captain. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
that bastard jones dye just killed me too! he's on new tortuga! someone kill him--[[User:Badhammer|Badhammer]] 14:51, 3 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Parley has been resumed with York and the Royal Expedition. If no appropriate reply is sent ye have liberty to pursue your vengance without fear of censure from your crew.&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Bottle of Powder, one Bottle of Water, one small Arm and shot. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
= The Scurvy Crew is Legion =&lt;br /&gt;
YAHRR! We be the first clan on the island to break '''40''' members!! The Captain decrees an extra pint of grog to all members in celebration.&lt;br /&gt;
&lt;br /&gt;
[[ Image:On beach.jpg ]]&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Cutthroat and Mr. Xenor!!&lt;br /&gt;
&lt;br /&gt;
The Captain's offer of Parley to the Order of Patriots was soundly denied. The Scurvy Crew is now free to hunt them and the Pirate Hunters wherever they are found. Special care must be taken that innocent outsiders are not also slain so all crewmembers are advised to check their prey's profile before they strike.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]I'm trying to start a dialoge with the outsiders. Somehow they keep falling over saying &amp;quot;why did you stab me??&amp;quot; it's like they don't know how to talk to a pirate??&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I wont be with you for a fair while, as I need time to rest. I hope you don't need any killing when I'm not here!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh! Wifey's active again, lads!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*Sailing Instructer: [http://www.shartak.com/profile.cgi?id=4868 Captain Barbossa]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate: [http://www.shartak.com/profile.cgi?id=4747 oneguynamedjosh]&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3006 Xenor]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4677 Cutthroat]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1809 Jimbo Cooke]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== Mr. Badhammer! ==&lt;br /&gt;
&lt;br /&gt;
The Case of Mr. Badhammer has been moved to the discussion page in lieu of a dedicated history page to come later (once there's enough history to justify its existence). Any who wish to read about the first application of nautical justice in the island's history may find it there.&lt;br /&gt;
&lt;br /&gt;
Your unknowingly disgraceful conduct embarrased the crew in the past (if it is indeed possible to disgrace persons such as we). You have, however, performed your duties admirably these past few months, and remained steadfastly loyal to the crew even during your demotion to Able Bodied Seaman. Your continued service to the crew in these conditions points to the high quality of your character. In light of your lengthy service, and the good conduct that was named as a necessity for your continued presence among the crew, your case is hereby dismissed. Ye be now reinstated to your former position as Quartermaster of the Scurvy Crew of the Hell-Born Strumpet. Congratulations, Quartermaster Badhammer! The crew lifts its flagons to you. You can drink at my table anytime. YAAHRRGH!! [[User:Tyler Whitney|Tyler Whitney]] 04:37, 14 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.)&lt;br /&gt;
&lt;br /&gt;
==Summation of Wiksik Raid==&lt;br /&gt;
Will be here once all parties are accounted for.&lt;br /&gt;
&lt;br /&gt;
==Second Dalpok Raid==&lt;br /&gt;
&lt;br /&gt;
Tyler Whitney: My apologies, my beloved crew, that I have not been able to join you personally in the razing of Dalpok. As I'm sure you know, I've been occupied with a fact-finding mission to York. The good news is that in the meantime 2 pirate-slaying outsiders and 2 natives have tasted cold steel. My congratulations to the members of the Scurvy Crew who have lent such impressive aid to our Pirate brethern in Dalpok.&lt;br /&gt;
&lt;br /&gt;
Johny Bollocks: &lt;br /&gt;
&lt;br /&gt;
Rob Cath: &lt;br /&gt;
&lt;br /&gt;
Teach: &lt;br /&gt;
&lt;br /&gt;
Captain Dan: 25 - A bottle of rum to OpiumJoe and Xintlaer on me! I buy the first round for the entire crew!!!&lt;br /&gt;
&lt;br /&gt;
Rob Da Blade: 4&lt;br /&gt;
&lt;br /&gt;
Xintlaer: 25 Enough for me&lt;br /&gt;
  &lt;br /&gt;
Wifey: &lt;br /&gt;
&lt;br /&gt;
Wolverine: 5, as I just got me fifth by the name of Johnny Wishbone. It may be long after the battle, but I charge on like a ghost who forgot his party had left. Yarr!&lt;br /&gt;
&lt;br /&gt;
Baron Von Roeboat: &lt;br /&gt;
&lt;br /&gt;
badhammer: &lt;br /&gt;
&lt;br /&gt;
Pieman: 3&lt;br /&gt;
&lt;br /&gt;
Tycho &amp;quot;Yarr&amp;quot; Everett: &lt;br /&gt;
&lt;br /&gt;
Born to Kill: &lt;br /&gt;
&lt;br /&gt;
Dr Capitalism: &lt;br /&gt;
&lt;br /&gt;
Crimson Jake: &lt;br /&gt;
&lt;br /&gt;
Sigfrid: &lt;br /&gt;
&lt;br /&gt;
Anne Bonny: &lt;br /&gt;
&lt;br /&gt;
Axelius: &lt;br /&gt;
&lt;br /&gt;
OpiumJoe: 25. I finally got ganked, so I'm throwing my hat in and heading off to York to kill Pirate Hunters. Good hunting, gentlemen.&lt;br /&gt;
&lt;br /&gt;
Irene:  &lt;br /&gt;
&lt;br /&gt;
Karrak the Drunk:&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=7362</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=7362"/>
		<updated>2006-06-14T08:03:58Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Natives Killed List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Ship's Surgeon, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== TODAY'S THE DAY!!! ==&lt;br /&gt;
&lt;br /&gt;
In keeping with Captain Whitney's promise to keep the crew crotch-deep in booty, rum, and native women the Scurvy Crew has commenced it's first organized raid. The savage, pagan monkey-worshipers and dart-spitters of the island invaded our wreck, slew our hostage Shaman, and picked the weakest of the crew off while their senses were dulled by rum and female companionship. All crew members are to make a screaming, burning, cursing run into Dalpok where we will drink, fight, and pillage until each of us is dead. If the pagan gods of the island love the offerings of blood and gold we spill within the village we will be returned to our pretty lass, The Hell-Born Strumpet WHERE THE FIRST ROUND WILL BE ON THE CAPTAIN!!! All who inflict the Scurvy Crew's bloody vengeance on the village of Dalpok (the source of many of our woes since the Strumpet was wrecked) will recieve from the captain their share of the purchase of their blood to enjoy their well-earned ration of grog!!! YAAAAAHHHHRRRRGGHH!!!!!!!&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
Now accepting crew for the positions of:&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
The Scurvy Crew be now the dominant clan on the island. The Captain gives his regards to the entire crew. Yet, he spies that some members on the wiki have not listed the crew in their profile, and others are similarly not listed on the wiki. Many pirates, being illiterate violent, donkey punching drunks, don't know yet how to add their names to the wiki manifest. The Captain advises them to make their names and profiles known to other crewmembers who will mark them on the manifest. &lt;br /&gt;
&lt;br /&gt;
The Captain gives his congratulations to the Ship's Surgeon for his (no doubt meticulously delicately executed) savage bloody murder of the Native [http://www.shartak.com/profile.cgi?id=2610 Warchanter]. The Captain gave him another thrashing with the cutlass, but to avoid similar repeat attacks the crew is advised to avoid the Natives lingering at the Shaman and spread out to make sure every native in Dalpok tastes cold steel by the end of the raid.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I've been to Dalpok and been killed. I'LL CASTRATE THE 1ST NATIVE I SEE!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] (Got my leadership skill Capt'n... awaiting orders...)&lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches:&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: The Chief&lt;br /&gt;
*Our second preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List ==&lt;br /&gt;
&lt;br /&gt;
Just set this up so we could keep track of how many natives we get on '''THIS''' trip to Dalpok. Put your count next to your name. '''Captain Dan/Surgeon'''&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  Including this morning the new total is 4... In answer to your question Ship's Surgeon: Nothing. Hitting the same guy over and over (although very funny if done often enough) doesn't quite intimidate the locals as much as indiscriminate carnage.&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:'''&lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan:''' 6 (I have been killed 7 times now. Is that a new record? Currently running back down at full speed to get killing again!!!)&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:'''&lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' That'll be 8 mateys... and dead...&lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' 4 (Tis funny how we run so hard into battle after dying)&lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:'''&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:'''&lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:'''&lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' 3&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6862</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6862"/>
		<updated>2006-06-08T11:30:48Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Natives Killed List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Ship's Surgeon, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== TODAY'S THE DAY!!! ==&lt;br /&gt;
&lt;br /&gt;
In keeping with Captain Whitney's promise to keep the crew crotch-deep in booty, rum, and native women the Scurvy Crew has commenced it's first organized raid. The savage, pagan monkey-worshipers and dart-spitters of the island invaded our wreck, slew our hostage Shaman, and picked the weakest of the crew off while their senses were dulled by rum and female companionship. All crew members are to make a screaming, burning, cursing run into Dalpok where we will drink, fight, and pillage until each of us is dead. If the pagan gods of the island love the offerings of blood and gold we spill within the village we will be returned to our pretty lass, The Hell-Born Strumpet WHERE THE FIRST ROUND WILL BE ON THE CAPTAIN!!! All who inflict the Scurvy Crew's bloody vengeance on the village of Dalpok (the source of many of our woes since the Strumpet was wrecked) will recieve from the captain their share of the purchase of their blood to enjoy their well-earned ration of grog!!! YAAAAAHHHHRRRRGGHH!!!!!!!&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
Now accepting crew for the positions of:&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
The Scurvy Crew be now the dominant clan on the island. The Captain gives his regards to the entire crew. Yet, he spies that some members on the wiki have not listed the crew in their profile, and others are similarly not listed on the wiki. Many pirates, being illiterate violent, donkey punching drunks, don't know yet how to add their names to the wiki manifest. The Captain advises them to make their names and profiles known to other crewmembers who will mark them on the manifest. &lt;br /&gt;
&lt;br /&gt;
The Captain gives his congratulations to the Ship's Surgeon for his (no doubt meticulously delicately executed) savage bloody murder of the Native [http://www.shartak.com/profile.cgi?id=2610 Warchanter]. The Captain gave him another thrashing with the cutlass, but to avoid similar repeat attacks the crew is advised to avoid the Natives lingering at the Shaman and spread out to make sure every native in Dalpok tastes cold steel by the end of the raid.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I've been to Dalpok and been killed. I'LL CASTRATE THE 1ST NATIVE I SEE!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] (Got my leadership skill Capt'n... awaiting orders...)&lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter:&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches:&lt;br /&gt;
*Rum Runners:&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: The Chief&lt;br /&gt;
*Our second preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for both]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List ==&lt;br /&gt;
&lt;br /&gt;
Just set this up so we could keep track of how many natives we get on '''THIS''' trip to Dalpok. Put your count next to your name. '''Captain Dan/Surgeon'''&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  Including this morning the new total is 4... In answer to your question Ship's Surgeon: Nothing. Hitting the same guy over and over (although very funny if done often enough) doesn't quite intimidate the locals as much as indiscriminate carnage.&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:'''&lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan:''' 4 (What be so great about this 'Warchanter' guy then, sir?)&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:'''&lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' &lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' 3 (I be catchin' up to ya lads. The beggar I got today whittle dme down to 22hp though.)&lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:'''&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:'''&lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:'''&lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6752</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6752"/>
		<updated>2006-06-06T02:04:21Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* The Battle of Dalpok */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Tcho Arr Everett or whatever his name is is with the Royal Expedition. Ithought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon'''&lt;br /&gt;
== The Route to Raktam ==&lt;br /&gt;
&lt;br /&gt;
Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Impersonation of the Captain ==&lt;br /&gt;
&lt;br /&gt;
Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
== The Battle of Dalpok ==&lt;br /&gt;
&lt;br /&gt;
Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
&lt;br /&gt;
Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;br /&gt;
&lt;br /&gt;
Secured a hut to the very South West. Moving to take control of their armoury. '''Captain Dan/Surgeon'''&lt;br /&gt;
:Bugger. I took one out then got hit. Will be at the hut soonish I hope. -'''Wolverine'''&lt;br /&gt;
&lt;br /&gt;
Armoury secured. Need more men. Whos supposed to be leading the raid? '''Captain Dan/Surgeon'''&lt;br /&gt;
:Yarr, Cap'n, I've come to bolster your security. All priates heading to Dalpok, get to the South West most hut. Tis offering good protection. Do we have a forum for this sort of thing? -'''Wolverine'''&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6659</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6659"/>
		<updated>2006-06-04T14:31:37Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* The Battle of Dalpok */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Tcho Arr Everett or whatever his name is is with the Royal Expedition. Ithought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon'''&lt;br /&gt;
== The Route to Raktam ==&lt;br /&gt;
&lt;br /&gt;
Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Impersonation of the Captain ==&lt;br /&gt;
&lt;br /&gt;
Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
== The Battle of Dalpok ==&lt;br /&gt;
&lt;br /&gt;
Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
&lt;br /&gt;
Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;br /&gt;
&lt;br /&gt;
Secured a hut to the very South West. Moving to take control of their armoury. '''Captain Dan/Surgeon'''&lt;br /&gt;
:Bugger. I took one out then got hit. Will be at the hut soonish I hope. -Wolvie&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6658</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6658"/>
		<updated>2006-06-04T14:30:47Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Natives Killed List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Ship's Surgeon, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== TODAY'S THE DAY!!! ==&lt;br /&gt;
&lt;br /&gt;
In keeping with Captain Whitney's promise to keep the crew crotch-deep in booty, rum, and native women the Scurvy Crew has commenced it's first organized raid. The savage, pagan monkey-worshipers and dart-spitters of the island invaded our wreck, slew our hostage Shaman, and picked the weakest of the crew off while their senses were dulled by rum and female companionship. All crew members are to make a screaming, burning, cursing run into Dalpok where we will drink, fight, and pillage until each of us is dead. If the pagan gods of the island love the offerings of blood and gold we spill within the village we will be returned to our pretty lass, The Hell-Born Strumpet WHERE THE FIRST ROUND WILL BE ON THE CAPTAIN!!! All who inflict the Scurvy Crew's bloody vengeance on the village of Dalpok (the source of many of our woes since the Strumpet was wrecked) will recieve from the captain their share of the purchase of their blood to enjoy their well-earned ration of grog!!! YAAAAAHHHHRRRRGGHH!!!!!!!&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
Now accepting crew for the positions of:&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
We've tied with the Royal Expedition for dominance of Shartak, but because English is a useless fish-kicking excuse for a language we're still listed second. It seems some wig-powdering fop in the 12th century decided that &amp;quot;S&amp;quot; comes after &amp;quot;R.&amp;quot; In protest the Captain suggests that the crew speak only in &amp;quot;Yargh!&amp;quot; &amp;quot;Avasts&amp;quot; and non-verbal grunting until the list is corrected to reflect how much more badass Pirates are than any stinking monarchists...&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I've been to Dalpok and been killed. I'LL CASTRATE THE 1ST NATIVE I SEE!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] (Got my leadership skill Capt'n... awaiting orders...)&lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter:&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches:&lt;br /&gt;
*Rum Runners:&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: The Chief&lt;br /&gt;
*Our second preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for both]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List ==&lt;br /&gt;
&lt;br /&gt;
Just set this up so we could keep track of how many natives we get on '''THIS''' trip to Dalpok. Put your count next to your name. '''Captain Dan/Surgeon'''&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:'''&lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan:''' 2&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:'''&lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' &lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' 2&lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:'''&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett:'''&lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:'''&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:'''&lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6635</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6635"/>
		<updated>2006-06-04T01:30:17Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Hut Construction (Simplified) */&lt;/p&gt;
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&lt;div&gt;{{:Suggestions/Header|page_type=Skills}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{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;
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* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*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;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
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This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
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Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&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;
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simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
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SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
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the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
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*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
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traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
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*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
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other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
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my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
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house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
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&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
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[x] 2. Swarthy attitude&lt;br /&gt;
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[x] 3. Pirate lingo&lt;br /&gt;
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[x] 4. Murder&lt;br /&gt;
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[ ] 5. Plunder&lt;br /&gt;
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Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
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Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
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So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
&lt;br /&gt;
This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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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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===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
*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;
: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;
}}&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6599</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6599"/>
		<updated>2006-06-03T11:26:02Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* The Battle of Dalpok */&lt;/p&gt;
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&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
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Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
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Tcho Arr Everett or whatever his name is is with the Royal Expedition. Ithought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon'''&lt;br /&gt;
== The Route to Raktam ==&lt;br /&gt;
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Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
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== Impersonation of the Captain ==&lt;br /&gt;
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Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
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== The Battle of Dalpok ==&lt;br /&gt;
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Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
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Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6598</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6598"/>
		<updated>2006-06-03T11:09:28Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Hut Construction (Simplified) */&lt;/p&gt;
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&lt;div&gt;{{:Suggestions/Header|page_type=Skills}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{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;
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* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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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;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{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;
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Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
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[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;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&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;
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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;
&lt;br /&gt;
This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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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|To see my revised proposal and statistical analysis, 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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===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;
}}&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6597</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6597"/>
		<updated>2006-06-03T11:08:41Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Hut Construction (Simplified) */&lt;/p&gt;
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&lt;div&gt;{{:Suggestions/Header|page_type=Skills}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{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;
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* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*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;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
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This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
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Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&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;
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simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
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SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
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the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
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*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
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traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
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*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
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other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
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my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
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house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
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&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
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[x] 1. Pirate ship&lt;br /&gt;
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[x] 2. Swarthy attitude&lt;br /&gt;
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[x] 3. Pirate lingo&lt;br /&gt;
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[x] 4. Murder&lt;br /&gt;
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[ ] 5. Plunder&lt;br /&gt;
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Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
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Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
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So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
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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|To see my revised proposal and statistical analysis, 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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===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;
*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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		<author><name>Rip Purr</name></author>
		
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		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6596</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6596"/>
		<updated>2006-06-03T11:08:04Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: My own comment&lt;/p&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
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&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
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[x] 1. Pirate ship&lt;br /&gt;
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[x] 2. Swarthy attitude&lt;br /&gt;
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[x] 3. Pirate lingo&lt;br /&gt;
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[x] 4. Murder&lt;br /&gt;
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[ ] 5. Plunder&lt;br /&gt;
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Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
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Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
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So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
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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|To see my revised proposal and statistical analysis, 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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===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=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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		<author><name>Rip Purr</name></author>
		
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6595</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6595"/>
		<updated>2006-06-03T11:05:58Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
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&lt;div&gt;{{:Suggestions/Header|page_type=Skills}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{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;
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* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*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;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
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This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
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Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&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;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
&lt;br /&gt;
[x] 3. Pirate lingo&lt;br /&gt;
&lt;br /&gt;
[x] 4. Murder&lt;br /&gt;
&lt;br /&gt;
[ ] 5. Plunder&lt;br /&gt;
&lt;br /&gt;
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
&lt;br /&gt;
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
&lt;br /&gt;
So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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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;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
&lt;br /&gt;
This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|To see my revised proposal and statistical analysis, 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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===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 tot he 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'm explaint eh 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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		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=6594</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=6594"/>
		<updated>2006-06-03T10:50:16Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Unique skills */&lt;/p&gt;
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&lt;div&gt;{{:Suggestions/Header|page_type=Game Mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response t othis idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
::* Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
:Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
:I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
 +Amateur Catching Skills (adds 10%)&lt;br /&gt;
  +Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
   +Taming Skills (adds 30%)&lt;br /&gt;
&lt;br /&gt;
 +Net (adds 10%, does stack)&lt;br /&gt;
&lt;br /&gt;
certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
&lt;br /&gt;
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
&lt;br /&gt;
animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
::Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
&lt;br /&gt;
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
&lt;br /&gt;
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...  -- Leaf&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
=== Auto Attack ===&lt;br /&gt;
I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.&lt;br /&gt;
--[[User:Qberry|Qberry]] 02:34, 20 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Flavor Text===&lt;br /&gt;
&lt;br /&gt;
this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
&lt;br /&gt;
'''Edit'''&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
&lt;br /&gt;
2 people: Large raft&lt;br /&gt;
&lt;br /&gt;
3-4: Small boat&lt;br /&gt;
&lt;br /&gt;
5-6: Boat&lt;br /&gt;
&lt;br /&gt;
7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat&lt;br /&gt;
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--[[User:Slith|Slith]] 06:42, 29 March 2006 (BST)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's Shipyard. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
::::I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
&lt;br /&gt;
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
&lt;br /&gt;
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
&lt;br /&gt;
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
&lt;br /&gt;
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
&lt;br /&gt;
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Moving through fully chopped down or overgrown jungle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Movement change|&lt;br /&gt;
suggest_scope=Every character in the game|&lt;br /&gt;
suggest_description=I sugget a change in the movement mechanics. It may not be approved by you, but I think it's logical. I wouls like to see a change that allows to reduce movement on fully chopped (d0) squares of jungle (I think that a reduction to 0,5 AP/move &amp;lt;s&amp;gt;(0,25 AP/move with Trekking skill)&amp;lt;/s&amp;gt;, and an increase on (I think) squares ranging from d7 to d9 to 2 AP/move (1 AP/move with Trekking). D10 squares stay impossible to pass, until chopped. The logic says that when you have nothing under your feet except for ground you move faster, and in dense growth areas you walk slower. Such a change as I proposed may also need an adjustment in the jungle growth speed.|&lt;br /&gt;
suggest_time=22:15, 1 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Xintlaer|Xintlaer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this, except the part about the trekking skill giving the ability to move 4 d(0) squares in one AP, that should definitely not be done. Maybe this: trekking should only apply to d(1) and up (the skill description says &amp;quot;faster movement through the jungle&amp;quot; anyway), and on d(0), all characters, whether trekking or not, should expend 0.5 AP to move onto another d(0) square. (note that if both of those changes are made it would not harm trekking-people, their AP-usage would be same as it is now.) One benefit of lowering movement cost on d(0) squares as far as game dynamics is concerned, is that it would make roads, the upkeep of roads, and the upkeep of towns (keeping towns free of jungle overgrowth), actually meaningful in a practical sense, by allowing for quicker travel. [[User:Arminius|Arminius]] 22:41, 1 June 2006 (BST)&lt;br /&gt;
** Exactly what I was going to say, Arminius. Trekking on a road would be absolutely incredible... so we just don't give trekkers any added bonus there.--[[User:Wifey|Wifey]] 23:52, 1 June 2006 (BST)&lt;br /&gt;
***Understood, agreed, changing--[[User:Xintlaer|Xintlaer]] 09:13, 2 June 2006 (BST)&lt;br /&gt;
*0.5 AP per square on roads (still 0.5 AP with Trekking). 2 AP per square on heavy jungle (1 AP with Trekking). Creates tangible effect for the Highway Society - Preservation Front conflicts. An absolutely brilliant suggestion. --[[User:Tycho44|Tycho44]] 10:06, 2 June 2006 (BST)&lt;br /&gt;
* Nice idea. Tap tap tap.. try that.. I think it should be pretty much what you've said. --[[User:Simon|Simon]] 19:40, 2 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6571</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6571"/>
		<updated>2006-06-03T04:54:25Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: The Battle of Dalpok&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== The Route to Raktam ==&lt;br /&gt;
&lt;br /&gt;
Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Impersonation of the Captain ==&lt;br /&gt;
&lt;br /&gt;
Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
== The Battle of Dalpok ==&lt;br /&gt;
&lt;br /&gt;
Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6462</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=6462"/>
		<updated>2006-06-02T06:17:45Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: I hope you don't mind me adding myself (Wolverine)...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Ship's Surgeon, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== TODAY'S THE DAY!!! ==&lt;br /&gt;
&lt;br /&gt;
In keeping with Captain Whitney's promise to keep the crew crotch-deep in booty, rum, and native women the Scurvy Crew has commenced it's first organized raid. The savage, pagan monkey-worshipers and dart-spitters of the island invaded our wreck, slew our hostage Shaman, and picked the weakest of the crew off while their senses were dulled by rum and female companionship. Today's the day we teach the village of Dalpok what pirates be made of. All crew members are to make a screaming, burning, cursing run into Dalpok where we will drink, fight, and pillage until each of us is dead. If the pagan gods of the island love the offerings of blood and gold we spill within the village we will be returned to our pretty lass, The Hell-Born Strumpet WHERE THE FIRST ROUND WILL BE ON THE CAPTAIN!!! All who inflict the Scurvy Crew's bloody vengeance on the village of Dalpok (the source of many of our woes since the Strumpet was wrecked) will recieve from the captain their share of the purchase of their blood to enjoy their well-earned ration of grog!!! YAAAAAHHHHRRRRGGHH!!!!!!!&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
Now accepting crew for the positions of:&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] The Scurvy Crew is on their way to Dalpok and has already encountered their first native defenders, including a savage named &amp;quot;Donut&amp;quot; who ambushed Mr. Axelius on the road. Captain Whitney lended Mr. Axelius first aid and gave the dirty Native a thrashing with fists and cutlass, but was weary from travel. Any crew members that are active in the area should help the Captain and the Able Bodied Seaman to finish him off and keep the road to Dalpok clear as the Crew rushes into the village.&lt;br /&gt;
&lt;br /&gt;
We've tied with the Royal Expedition for dominance of Shartak, but because English is a useless fish-kicking excuse for a language we're still listed second. It seems some wig-powdering fop in the 12th century decided that &amp;quot;S&amp;quot; comes after &amp;quot;R.&amp;quot; In protest the Captain suggests that the crew speak only in &amp;quot;Yargh!&amp;quot; &amp;quot;Avasts&amp;quot; and non-verbal grunting until the list is corrected to reflect how much more badass Pirates are than any stinking monarchists...&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] I've just come back from Dalpok, all well, LETS GO AGAIN!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] (Got my leadership skill Capt'n... awaiting orders...)&lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter:&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches:&lt;br /&gt;
*Rum Runners:&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: The Chief&lt;br /&gt;
*Our second preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== Thar be traitors in our midst ==&lt;br /&gt;
&lt;br /&gt;
The spirits and zombie characters surrounding the wreck appear evenly devided between attempting to explore a new experience as spirits and simply being annoying. As such some are more deserving of death than others...&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for both]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Animals&amp;diff=6324</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Animals&amp;diff=6324"/>
		<updated>2006-05-31T11:09:28Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many '''animals''' live on the island, and most of them can be attacked. Animals move around periodically. Some animals will run away if they are attacked, some will retaliate, and some will attack without provocation. Sleeping near a tiger or elephant is especially dangerous.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all the animals found to date. There may be others to be found, and new animals may be introduced to the island in the future.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#eeeeee&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Alligator&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 45%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10?&lt;br /&gt;
|             | [[Swamp]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Deer, large&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Deer,&amp;amp;nbsp;small&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Easter Bunny&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 30 &lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 28&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. Easter Bunnies arrived with 30 hp, but could be healed to a maximum of 50 hp. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Elephant&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Giant Squid&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5-6&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|             | [[Water]], [[Water (deep)]]&lt;br /&gt;
|             | New, largely unknown.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Monkey&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 8&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Parrot&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Rat&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|             | [[Tunnel]], [[Cave]]&lt;br /&gt;
|             | Aggressive; attacks in packs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Stag, large&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Tiger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 14&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Wild boar&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 55%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Frequency&amp;quot; is the number of times an animal attacks in a half-hour period, &amp;quot;Accuracy&amp;quot; is its apparent attack accuracy, and &amp;quot;Damage&amp;quot; is its normal attack damage.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal you receive experience points ([[XP]]) equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus, as listed in the &amp;quot;XP Bonus&amp;quot; column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)&lt;br /&gt;
&lt;br /&gt;
== Unseen animals ==&lt;br /&gt;
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until they are healed with a [[first aid kit]] or [[healing herb]]s or until the player dies. &amp;lt;!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]] --&amp;gt; The effects of shark wounds are not cumulative.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a [[poisonous snake]], which then appears in inventory. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). &lt;br /&gt;
&lt;br /&gt;
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a [[crab]], which then appears in inventory. Searching the beaches can also cause you to get pinched by a crab for 1 HP damage (the crab then scuttles away).&lt;br /&gt;
&lt;br /&gt;
== Punching large animals ==&lt;br /&gt;
When missing a punch against an elephant, large stag, or tiger, special messages may display:&lt;br /&gt;
&lt;br /&gt;
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''&lt;br /&gt;
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6268</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6268"/>
		<updated>2006-05-30T09:53:42Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Plunder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Suggestions/Header|page_type=Skills}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
 &lt;br /&gt;
''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
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[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;
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So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
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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;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
&lt;br /&gt;
This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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=Two problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making them useless in combat, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet (a very closely related problem is people 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 (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.|&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 AP-to-damage ratio, the proposed modification of the advanced rifle training skill would not affect combat-AP-to-damage 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-AP-spent-to-damage-inflicted ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-AP-to-damage ratio today is 0.75 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-AP-to-damage ratio for a rifle-wielding soldier would be 1.155 (still lower than machete). Non-soldiers max rifle total-AP-to-damage ratio would improve from 0.25 (weaker than a level 0 character with a blunt machete) to 0.625. 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;
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		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6267</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6267"/>
		<updated>2006-05-30T09:53:26Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Plunder */&lt;/p&gt;
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&lt;div&gt;{{:Suggestions/Header|page_type=Skills}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
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SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
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*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
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&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
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[x] 1. Pirate ship&lt;br /&gt;
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[x] 2. Swarthy attitude&lt;br /&gt;
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[x] 3. Pirate lingo&lt;br /&gt;
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[x] 4. Murder&lt;br /&gt;
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[ ] 5. Plunder&lt;br /&gt;
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Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
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Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
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So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the?&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;
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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=Two problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making them useless in combat, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet (a very closely related problem is people 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 (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.|&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 AP-to-damage ratio, the proposed modification of the advanced rifle training skill would not affect combat-AP-to-damage 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-AP-spent-to-damage-inflicted ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-AP-to-damage ratio today is 0.75 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-AP-to-damage ratio for a rifle-wielding soldier would be 1.155 (still lower than machete). Non-soldiers max rifle total-AP-to-damage ratio would improve from 0.25 (weaker than a level 0 character with a blunt machete) to 0.625. 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;
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		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=5858</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=5858"/>
		<updated>2006-05-27T07:18:04Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
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&lt;div&gt;{{:Suggestions/Header|page_type=Other}}&lt;br /&gt;
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== Other ==&lt;br /&gt;
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=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
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So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
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..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
: there is,in one of the outsider villages, an ammo cache where you can find ammo reliably in the native villages in the trading posts you can find barely anything(or nothing like my reward for 30AP of searching) -- [[User:Daylan|Daylan]] 00:01, 10 March 2006 (GMT)&lt;br /&gt;
::Suggestion = adopted: [[Trading]] huts appear fully implemented. --[[User:Tycho44|Tycho44]] 22:29, 20 May 2006 (BST)&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
* Implemented to a certain degree, the first two anyway... if you kill yourself eating berries or from wounds then you just fade away quietly. --[[User:Simon|Simon]] 14:12, 27 March 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I have suggested a full non player vs player implementation at [[Suggestions:Game_Mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Player Titles===&lt;br /&gt;
&lt;br /&gt;
To supplement the explored/killed statistics, give players rank titles based on percentiles.  For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as &amp;quot;Greenhorn Jack the Good Shot&amp;quot;, if Sheila is in the top 10% killers and middle 50 explorer, she would be &amp;quot;The Adventurous Sheila, Grandmaster Hunter&amp;quot;, and [[User:Murk|Murk]] would simply be &amp;quot;Demigod Murk&amp;quot;.  The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile.  This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ability to use the 'Back' button===&lt;br /&gt;
&lt;br /&gt;
Just logged on to find my character had been killed. He had been attacked by two different natives. Naturally, I was curious, and looked at the first native's profile. I then tried to go back and view the second native's profile, but the combat messages with his name were gone. It would be nice to have the ability to back up one screen and check the other profiles and information on a screen. --[[User:Meatiershower|Meatiershower]] 17:17, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* If using firefox or safari, you can probably middle click (if you have a 3 button mouse), or right click and then &amp;quot;Open in new tab/window&amp;quot;. That way the profiles open in other windows and you don't lose the messages. --[[User:Simon|Simon]] 18:46, 10 March 2006 (GMT)&lt;br /&gt;
**Yep, that one works with firefox on a right-click.[[User:MorkaisChosen|MorkaisChosen]] 16:11, 16 March 2006 (GMT)&lt;br /&gt;
* I don't think there's any way to accomplish this functionality because you are technically reloading the game.cgi page by traveling from it and back to it. The game.cgi is a dynamic page so it won't retain the information if you refresh the page like that. Making all the movement pages static would just become a storage problem when handling static pages for thousands of players. Consider opening profile links in new tabs or new windows as Simon has suggested. (As a side note, in my experience with Firefox, if you stay on the game.cgi page, you can use the back and forward histories to a certain degree.) --[[User:Lint|Lint]] 21:46, 10 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't think this will ever be available for the reason stated above, you can use the workaround though - it should work in any decent browser. --[[User:Simon|Simon]] 11:04, 14 April 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Inventory Limit===&lt;br /&gt;
&lt;br /&gt;
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as &amp;quot;(x/y)&amp;quot; appended to the inventory header, I could do something like a small bit of text just below the header like &amp;quot;You can carry lots more&amp;quot; &amp;quot;You can carry more things&amp;quot; &amp;quot;You can't carry much more&amp;quot; &amp;quot;You might be able to carry a couple more things&amp;quot; &amp;quot;You can't carry anything else&amp;quot;.  The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)&lt;br /&gt;
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)&lt;br /&gt;
**&amp;quot;is it just you that wants this feature?&amp;quot; Hmm, I assumed everyone would want this feature. Perhaps &amp;quot;your inventory is getting full&amp;quot; and &amp;quot;your inventory is full&amp;quot; would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)&lt;br /&gt;
***&amp;lt;Bump.&amp;gt; Also, why not &amp;quot;(x/y)&amp;quot; appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication &amp;quot;(x)&amp;quot; would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===In-game Rankings===&lt;br /&gt;
&lt;br /&gt;
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious &amp;quot;crown of the fallen parrots&amp;quot; appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Wiki: table CSS ===&lt;br /&gt;
&lt;br /&gt;
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and Tricks]]).  I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)&lt;br /&gt;
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)&lt;br /&gt;
** What the heck!  Ha, sorry.  Now I can't find the page on either this wiki or the WikiMedia page.  Weird.  Well anyhow, it would be nice to have a useful table class.  Thanks, Simon.&lt;br /&gt;
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)&lt;br /&gt;
**** Colors aren't too important, I was more concerned with borders.  Something simple like:&lt;br /&gt;
 table.bordered, table.bordered td {&lt;br /&gt;
   border: 1px solid black;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===ruins===&lt;br /&gt;
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to &amp;quot;explore&amp;quot; ruins more if there was something there. i am suggesting several things such as:&lt;br /&gt;
*unique, ruin only monsters&lt;br /&gt;
*special items found only in ruins&lt;br /&gt;
*if quests are implemented, a quest location&lt;br /&gt;
&lt;br /&gt;
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character &amp;quot;Richard Rose&amp;quot; and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several &amp;quot;interesting&amp;quot; components for ruins.&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. &lt;br /&gt;
:* &amp;quot;As the wind blows through the ruined arch, you hear the spirit voices of the ancestors&amp;quot; (gain 1 XP). &lt;br /&gt;
:* &amp;quot;You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away.&amp;quot; (junk item that could be implemented with magic/spirits later). &lt;br /&gt;
:* &amp;quot;Ghosts of the ancient dead chill your soul&amp;quot; (lose 2 HP, gain 2 XP). &lt;br /&gt;
:* &amp;quot;Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch&amp;lt;sup&amp;gt;(tm)&amp;lt;/sup&amp;gt;]]!&amp;quot;&lt;br /&gt;
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
Add the concept of wind to the game.  Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on.  For now, including a changing wind speed (10mph to 30mph) may be overly complex.  Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Animal Levelling===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC Animals|&lt;br /&gt;
suggest_description=Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature?  There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions.  And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.&lt;br /&gt;
&lt;br /&gt;
Characters with the animal affinity skill should be able to identify stronger creatures:&lt;br /&gt;
:&amp;quot;Also here is a man-eating tiger&amp;quot;&lt;br /&gt;
:&amp;quot;Also here is an extremely large man-eating alligator&amp;quot;&lt;br /&gt;
:&amp;quot;Also here is an extremely large man-eating elephant that is barreling towards you&amp;quot;&lt;br /&gt;
:&amp;quot;Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
suggest_time=20:26, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)&lt;br /&gt;
* Sounds neat. Will there be a leveling cap? --[[User:Lint|Lint]] 01:45, 15 May 2006 (BST)&lt;br /&gt;
** Probably should be a cap, though a rather high one.  Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature.  Or perhaps once an animal reaches a certain level, it gets named (a monkey might be &amp;quot;King Kong&amp;quot; at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around).&lt;br /&gt;
* Awesome. --[[User:Tycho44|Tycho44, Cultist of the Man-Eating Parrot]] 22:57, 15 May 2006 (BST)&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;
===UDTool type Firefox plugin===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Plugin|&lt;br /&gt;
suggest_scope=All players with Firefox|&lt;br /&gt;
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|&lt;br /&gt;
suggest_time=08:18, 27 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&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>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Gameplay&amp;diff=5106</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Gameplay&amp;diff=5106"/>
		<updated>2006-05-19T01:51:17Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Shartak is a browser-based massively multiplayer online roleplaying game (MMORPG). It utilizes a grid-like map for navigation and provides status information in a text-based format.&lt;br /&gt;
&lt;br /&gt;
Players participate as Outsider and Native characters and interact with one another. There are also several characters controlled by the system. These non-player characters (NPCs) include helpful Shamans, [[Traders]], and various [[Animals]] on the island.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Action Points (AP) ===&lt;br /&gt;
Characters rely on '''Action Points''' (AP) to perform almost all actions in the game, such as movement, speaking, combat, searching, [[trading]]. Each action expends a certain amount of AP, usually one AP. When a character's AP reaches 0, they are no longer be able to perform any actions.&lt;br /&gt;
&lt;br /&gt;
Action Points are regenerated at a rate of one per 20 minutes. In 24 hours, a character regains 72 AP. Most characters have a maximum upper limit of 75 AP, but it appears that Scouts and Explorers can fill to 80 AP.&lt;br /&gt;
&lt;br /&gt;
Some actions use 0 AP (dropping items, negotiating a trade at trading huts), others use half of an AP (examples: movement with the [[Skills|trekking skill]] only costs 0.5 AP, [[tracking|advanced tracking]] takes 1.5 AP). Every 10 minutes, your character regains 0.5 AP.&lt;br /&gt;
&lt;br /&gt;
If you run out of AP, the game will tell you how many minutes until the next replenishment. Some activities cannot be performed if they would send you into negative AP (e.g. [[Death|contact shaman]]). Other actions (swimming, moving through swampy terrain) will send you into negative AP. You cannot act until your AP pool becomes positive again.&lt;br /&gt;
&lt;br /&gt;
=== Experience Points ===&lt;br /&gt;
Performing certain [[XP Gains|actions earns]] '''Experience Points (XP)'''. XP can be spent by characters to acquire [[skills]]. These skills can greatly improve a character's current abilities or grant new abilities. Purchasing a skill increases a character's level and increases the cost of the next skill.&lt;br /&gt;
&lt;br /&gt;
=== Hit Points ===&lt;br /&gt;
Every living creature in Shartak has a limited amount of '''Hit Points (HP)'''. Damage inflicted to a character in combat, by wild animals, or through other means, will reduce their number of hit points. Certain [[items]] will restore hit points. If a character's HP reaches 0, they die and become a spirit. However, death is not the end; it is just another part of the game. After death, a character can continue playing as a spirit (see [[death]]) or can contact one of the NPC shamans on the island for 25 AP, who will assist them in returning to life.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
&lt;br /&gt;
Your character is located in the center block in the 5x5 map grid. You can move into any directly adjacent block that has the &amp;quot;Move&amp;quot; button by clicking on it. &lt;br /&gt;
&lt;br /&gt;
Movement usually costs 1 AP, but with the trekking skill it only costs 0.5 AP (you can move two squares and only lose one AP -- note that character AP display is rounded off). Other terrains (like swamp or water) are harder to traverse and consume more AP per movement. Certain terrain can be dangerous: swimming in deep water can result in a [[shark]] bite, which requires a first aid kit or healing herbs to cure. Maximum density jungle terrain requires chopping down some of the growth (using a [[machete]]) before moving there. If you aren't carrying a machete, you can attempt to &amp;quot;push&amp;quot; through maximum density jungle, but you will fail most of the time. &lt;br /&gt;
&lt;br /&gt;
Besides moving around, characters can also enter and leave huts, ship compartments, and temples. They can climb up and down mountain paths, and move through caves.&lt;br /&gt;
&lt;br /&gt;
== Other Possible Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Chopping Jungle ===&lt;br /&gt;
If they have a machete, characters can chop down the jungle in their immediate area. Passable jungle growth ranges from level 9 (dark green) down to level 0 (brown dirt). Characters can also chop impassable jungle (level 10) in adjacent areas down to level 9. All jungle (and village) areas regrow vegetation over time. &lt;br /&gt;
&lt;br /&gt;
=== Searching ===&lt;br /&gt;
No matter where you are, you can attempt to search your immediate area for any items you might find useful, and on most squares you have a chance to find certain [[items]]. Your success rate in finding items and what types of items you find depend on the type of terrain you are searching. The best search success rates are found in Medical Huts and Ammunition Huts in villages and towns and ships, as supplies have already been stacked in them. Searching almost always costs one AP, although some difficult terrain can require more than 1 AP per search attempt.&lt;br /&gt;
&lt;br /&gt;
An unsuccessful search generally does not mean that there are no items in the area, just that you didn't find any on that attempt. You can search any area multiple times and continue to find items.&lt;br /&gt;
&lt;br /&gt;
=== Speaking ===&lt;br /&gt;
If another player is in the same area as you, you can communicate with them by using the textfield next to the &amp;quot;Speak&amp;quot; button and then clicking the button. &lt;br /&gt;
&lt;br /&gt;
All Outsiders can understand each other, and all Natives understand each other. But without learning the language of the other group (see [[Skills|language skills]]), it is difficult for an Outsider to comprehend the words of a Native and vice versa (see [[language]]). &lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
If you own a [[knife]], you can leave [[Writing|messages]] on huts, trees, and in the sand. These messages are not permanent, but they provide a means of creating temporary landmarks and communicating with other players. However, without certain [[Skills|language skills]] it is difficult for Outsiders and Natives to understand each other's messages, as they speak different languages (see [[language]]). &lt;br /&gt;
&lt;br /&gt;
=== Posting a Sign ===&lt;br /&gt;
With 2 pieces of [[driftwood]], you can place a semi-permanent [[signpost]] in an outdoor location. Signs can be used to communicate with other characters (for example by marking directions and distances to important locations). Outsiders and Natives write in different languages.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
You can attack other players and animals which are in the same area as you. Use the first pull-down menu to select the target. Use the second pull-down menu select the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
The value represents the damage (in HP, see above) you will inflict if you hit the target. The percentage is your chance to hit the target, or your accuracy. Higher accuracy means a higher chance of hitting the target.&lt;br /&gt;
&lt;br /&gt;
Occasionally you inflict extra damage:&lt;br /&gt;
:&amp;quot;Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal. You attack the tiger for 5 damage. It dies.&amp;quot;&lt;br /&gt;
Occasionally your melee weapon breaks and is discarded.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
Certain [[items]] in your inventory list can be used by clicking their respective buttons. Many  items can only be used once. Generally, clicking on a bottle of liquid or a fruit will heal you (for example, a [[banana]] heals 1 HP), and the item will disappear from your inventory. &lt;br /&gt;
&lt;br /&gt;
Certain items (currently [[first aid kit]]s and [[healing herb]]s) can be used on other characters or animals by selecting the target with the pull-down menu.&lt;br /&gt;
&lt;br /&gt;
Some items like machetes, may break or become blunt naturally with use. &lt;br /&gt;
&lt;br /&gt;
In order to sharpen a blunt weapon, click on the [[sharpening stone]], not on the weapon. &lt;br /&gt;
&lt;br /&gt;
Certain items are usable only by the Outsiders ([[rifle]]s, [[first aid kit]]s, [[GPS unit]]s) and other items are only usable by Natives ([[blowpipe]]s, [[healing herb]]s). Every character can learn the appropriate [[Skills|knowledge skill]] to enable them to use foreign items. &lt;br /&gt;
&lt;br /&gt;
There is an inventory limit of about 72 items. (Some items, such as rifles and blowpipes, take multiple inventory spaces.) &lt;br /&gt;
&lt;br /&gt;
Items can be dropped from the inventory by using the pull-down menu and clicking the &amp;quot;Drop&amp;quot; button. Dropping an item costs 0 AP and any item that is dropped cannot be retrieved. Dropped items are immediately removed from the game, and cannot be recovered by anyone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Signpost]]&lt;br /&gt;
*[[Tracking]]&lt;br /&gt;
*[[Trading]]&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shipwreck&amp;diff=4984</id>
		<title>Talk:Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shipwreck&amp;diff=4984"/>
		<updated>2006-05-17T07:09:04Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hope you all don't mind that I added the Armoury, Galley, Hold and Large Cabin sub-headings with scant information on what can be found inside each. The info is based on my own searching. if such info belongs elsewhere, please feel free to move it. --[[User:Rip Purr|Rip Purr]] 07:29, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Where is the Trading Post for the Pirates? --[[User:Tycho44|Tycho44]] 06:12, 12 April 2006 (BST)&lt;br /&gt;
:You'll find that SW of the Shaman, Jakota. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 12:21, 15 May 2006 (BST)&lt;br /&gt;
:::Can someone please incorporate the Trading Hut into the map? Preferably using a T? Also, where's an ammo hut near the ship? --[[User:Rip Purr|Rip Purr]] 07:30, 16 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shipwreck&amp;diff=4930</id>
		<title>Talk:Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shipwreck&amp;diff=4930"/>
		<updated>2006-05-16T06:30:30Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hope you all don't mind that I added the Armoury, Galley, Hold and Large Cabin sub-headings with scant information on what can be found inside each. The info is based on my own searching. if such info belongs elsewhere, please feel free to move it. --[[User:Rip Purr|Rip Purr]] 07:29, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Where is the Trading Post for the Pirates? --[[User:Tycho44|Tycho44]] 06:12, 12 April 2006 (BST)&lt;br /&gt;
:You'll find that SW of the Shaman, Jakota. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 12:21, 15 May 2006 (BST)&lt;br /&gt;
:::Can someone please incorporate the Trading Hut into the map? Preferably using a T? --[[User:Rip Purr|Rip Purr]] 07:30, 16 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shipwreck&amp;diff=4929</id>
		<title>Talk:Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shipwreck&amp;diff=4929"/>
		<updated>2006-05-16T06:27:13Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hope you all don't mind that I added the Armoury, Galley, Hold and Large Cabin sub-headings with scant information on what can be found inside each. The info is based on my own searching. if such info belongs elsewhere, please feel free to move it. --[[User:Rip Purr|Rip Purr]] 07:29, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Where is the Trading Post for the Pirates? --[[User:Tycho44|Tycho44]] 06:12, 12 April 2006 (BST)&lt;br /&gt;
:You'll find that SW of the Shaman, Jakota. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 12:21, 15 May 2006 (BST)&lt;br /&gt;
:::Ca someone please incorporate teh Trading Hut into the map? Preferably using a T? --[[User:Rip Purr|Rip Purr]] 07:27, 16 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Mercenary%27s_Guild&amp;diff=4836</id>
		<title>Talk:Mercenary's Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Mercenary%27s_Guild&amp;diff=4836"/>
		<updated>2006-05-15T13:26:33Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Everything Else */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Job Offerings/Deals ==&lt;br /&gt;
&lt;br /&gt;
Arr. I may have a job fer ya, if yer up to it: to keep the mountain and the surounding area free o' savages. Outsiders are fine, unless they've killed pirates. I be willing to negotiate on a price with ye.--[[User:Wifey|Wifey]] 01:28, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Much faster than I expected people to start offering us jobs. Give us a day or two to get settled down and we'll get back to you. The group was just made about a half hour ago. :) - [[User:Erados|Erados]] 01:33, 15 May 2006 (BST)&lt;br /&gt;
::So I noticed. I had seen you post the image on &amp;quot;Recent Changes,&amp;quot; and was curious as to where the image was going. So I stuck around.--[[User:Wifey|Wifey]] 01:38, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Well, I'm glad we're already noticed. I'm sure our exploits at the Durham/York road got us some reputation, too, but that's just negative attention. - [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 01:41, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Questions/Comments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Everything Else ==&lt;br /&gt;
Dashing Derek, in his fine, garish clothing, is proud to be a member of such an adventurous clan of scalliwags. May the women be long legged and the booty bold. --Dashing Derek ([[User:Rip Purr|Rip Purr]] 14:26, 15 May 2006 (BST))&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=4805</id>
		<title>Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=4805"/>
		<updated>2006-05-15T06:31:45Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The shipwreck is the origin of a new breed of outsider! Pirates!&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''You are standing on board a large pirate ship with a rather badly damaged bow where it's hit a bunch of rocks. You can see a couple of cabins towards the front, a hatch leading into the hold, and a large room to the rear.'' &amp;lt;br&amp;gt;&lt;br /&gt;
The shipwreck consists of a number of internal rooms (Large cabin, Hold, Armoury, and Galley).  It is located in shallow water off the north coast of the island.&lt;br /&gt;
&lt;br /&gt;
A shaman named '''Jakota''' was previously held captive on the beach.&lt;br /&gt;
&lt;br /&gt;
=== Armoury ===&lt;br /&gt;
''This cabin appears to have been used for the storage of weapons although the crew probably weren't all that tidy as there are other things in here too.''&amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found: (please add as you find, along with chance % if you know it)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blunt Cutlass]] (?%), [[Cutlass]] (?%), [[Bottle of Rum]] (?%), [[Bottle of Water]] (?%), [[Gourd of Water]] (?%), [[Gem]] (?%), [[Knife]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
''Here are a number of treasure chests, most of which are open and ransacked but there are a few that aren't so empty.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gold Coin]] (?%), [[Gem]] (?%), [[Bottle of Water]] (?%), [[Gourd of Water]] (?%), [[Bottle of Rum]] (?%), [[Knife]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Galley ===&lt;br /&gt;
''Judging by the lack of food in the cupboards, it's probably a good job the ship ran aground!'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found: &amp;lt;br&amp;gt;&lt;br /&gt;
[[Bottle of Rum]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Large Cabin ===&lt;br /&gt;
''You appear to be in a large cabin at the rear of the ship. There are a number of bunks and personal belongings scattered around.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bottle of Rum]] (?%), [[Gold Coin]] (?%), [[First Aid Kit]] (relatively hi%)&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
{{Ubermaplink|&lt;br /&gt;
maplink_image=[[Image:Tn_shipwreck.png]]|&lt;br /&gt;
maplink_location=Shipwreck|&lt;br /&gt;
maplink_cx=-70541|&lt;br /&gt;
maplink_cy=26546}}&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''The Shipwreck - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''Territory Map Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#855442|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Ship&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Deep Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* The above is a territory map, not a jungle density map. Jungle density fluctuates, anyway. Therefore, the jungle and village squares will very likely be colored differently in-game than they are here.&lt;br /&gt;
* The numbers on the map are merely for local reference, and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
 (xx,yy) coordinates refer to the territory map above.&lt;br /&gt;
 [xx.xxx,yy.yyy] are GPS coordinates.&lt;br /&gt;
* [-70.541,+26.546] - Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shipwreck&amp;diff=4804</id>
		<title>Talk:Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shipwreck&amp;diff=4804"/>
		<updated>2006-05-15T06:29:59Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hope you all don't mind that I added the Armoury, Galley, Hold and Large Cabin sub-headings with scant information on what can be found inside each. The info is based on my own searching. if such info belongs elsewhere, please feel free to move it. --[[User:Rip Purr|Rip Purr]] 07:29, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Where is the Trading Post for the Pirates? --[[User:Tycho44|Tycho44]] 06:12, 12 April 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=4803</id>
		<title>Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=4803"/>
		<updated>2006-05-15T06:27:25Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Large Cabin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The shipwreck is the origin of a new breed of outsider! Pirates!&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The shipwreck consists of a number of internal rooms (Large cabin, Hold, Armoury, and Galley).  It is located in shallow water off the north coast of the island.&lt;br /&gt;
&lt;br /&gt;
A shaman named '''Jakota''' was previously held captive on the beach.&lt;br /&gt;
&lt;br /&gt;
=== Armoury ===&lt;br /&gt;
''This cabin appears to have been used for the storage of weapons although the crew probably weren't all that tidy as there are other things in here too.''&amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found: (please add as you find, along with chance % if you know it)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blunt Cutlass]] (?%), [[Cutlass]] (?%), [[Bottle of Rum]] (?%), [[Bottle of Water]] (?%), [[Gourd of Water]] (?%), [[Gem]] (?%), [[Knife]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
''Here are a number of treasure chests, most of which are open and ransacked but there are a few that aren't so empty.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gold Coin]] (?%), [[Gem]] (?%), [[Bottle of Water]] (?%), [[Gourd of Water]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Galley ===&lt;br /&gt;
''Judging by the lack of food in the cupboards, it's probably a good job the ship ran aground!'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found: &amp;lt;br&amp;gt;&lt;br /&gt;
[[Bottle of Rum]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Large Cabin ===&lt;br /&gt;
''You appear to be in a large cabin at the rear of the ship. There are a number of bunks and personal belongings scattered around.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bottle of Rum]] (?%), [[Gold Coin]] (?%), [[First Aid Kit]] (relatively hi%)&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
{{Ubermaplink|&lt;br /&gt;
maplink_image=[[Image:Tn_shipwreck.png]]|&lt;br /&gt;
maplink_location=Shipwreck|&lt;br /&gt;
maplink_cx=-70541|&lt;br /&gt;
maplink_cy=26546}}&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''The Shipwreck - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|01&lt;br /&gt;
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| bgcolor=#33c033|&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''Territory Map Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#855442|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Ship&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Deep Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* The above is a territory map, not a jungle density map. Jungle density fluctuates, anyway. Therefore, the jungle and village squares will very likely be colored differently in-game than they are here.&lt;br /&gt;
* The numbers on the map are merely for local reference, and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
 (xx,yy) coordinates refer to the territory map above.&lt;br /&gt;
 [xx.xxx,yy.yyy] are GPS coordinates.&lt;br /&gt;
* [-70.541,+26.546] - Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=4802</id>
		<title>Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=4802"/>
		<updated>2006-05-15T06:26:47Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The shipwreck is the origin of a new breed of outsider! Pirates!&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The shipwreck consists of a number of internal rooms (Large cabin, Hold, Armoury, and Galley).  It is located in shallow water off the north coast of the island.&lt;br /&gt;
&lt;br /&gt;
A shaman named '''Jakota''' was previously held captive on the beach.&lt;br /&gt;
&lt;br /&gt;
=== Armoury ===&lt;br /&gt;
''This cabin appears to have been used for the storage of weapons although the crew probably weren't all that tidy as there are other things in here too.''&amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found: (please add as you find, along with chance % if you know it)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blunt Cutlass]] (?%), [[Cutlass]] (?%), [[Bottle of Rum]] (?%), [[Bottle of Water]] (?%), [[Gourd of Water]] (?%), [[Gem]] (?%), [[Knife]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
''Here are a number of treasure chests, most of which are open and ransacked but there are a few that aren't so empty.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gold Coin]] (?%), [[Gem]] (?%), [[Bottle of Water]] (?%), [[Gourd of Water]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Galley ===&lt;br /&gt;
''Judging by the lack of food in the cupboards, it's probably a good job the ship ran aground!'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found: &amp;lt;br&amp;gt;&lt;br /&gt;
[[Bottle of Rum]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Large Cabin ===&lt;br /&gt;
''You appear to be in a large cabin at the rear of the ship. There are a number of bunks and personal belongings scattered around.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bottle of Rum]] (?%), [[Gold Coin]] (?%), [[First Aid Kit]] (reletively hi%)&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
{{Ubermaplink|&lt;br /&gt;
maplink_image=[[Image:Tn_shipwreck.png]]|&lt;br /&gt;
maplink_location=Shipwreck|&lt;br /&gt;
maplink_cx=-70541|&lt;br /&gt;
maplink_cy=26546}}&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''The Shipwreck - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|01&lt;br /&gt;
| bgcolor=#4444af|02&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''Territory Map Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#855442|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Ship&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Deep Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* The above is a territory map, not a jungle density map. Jungle density fluctuates, anyway. Therefore, the jungle and village squares will very likely be colored differently in-game than they are here.&lt;br /&gt;
* The numbers on the map are merely for local reference, and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
 (xx,yy) coordinates refer to the territory map above.&lt;br /&gt;
 [xx.xxx,yy.yyy] are GPS coordinates.&lt;br /&gt;
* [-70.541,+26.546] - Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=4801</id>
		<title>Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=4801"/>
		<updated>2006-05-15T06:26:29Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The shipwreck is the origin of a new breed of outsider! Pirates!&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The shipwreck consists of a number of internal rooms (Large cabin, Hold, Armoury, and Galley).  It is located in shallow water off the north coast of the island.&lt;br /&gt;
&lt;br /&gt;
A shaman named '''Jakota''' was previously held captive on the beach.&lt;br /&gt;
&lt;br /&gt;
=== Armoury ===&lt;br /&gt;
''This cabin appears to have been used for the storage of weapons although the crew probably weren't all that tidy as there are other things in here too.''&amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found: (please add as you find, along with chance % if you know it)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blunt Cutlass]] (?%), [[Cutlass]] (?%), [[Bottle of Rum]] (?%), [[Bottle of Water]] (?%), [[Gourd of Water]] (?%), [[Gem]] (?%), [[Knife]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
''Here are a number of treasure chests, most of which are open and ransacked but there are a few that aren't so empty.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found:&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gold Coin]] (?%), [[Gem]] (?%), [[Bottle of Water]] (?%), [[Gourd of Water]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Galley ===&lt;br /&gt;
''Judging by the lack of food in the cupboards, it's probably a good job the ship ran aground!'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found: &amp;lt;br&amp;gt;&lt;br /&gt;
[[Bottle of Rum]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Large Cabin ===&lt;br /&gt;
''You appear to be in a large cabin at the rear of the ship. There are a number of bunks and personal belongings scattered around.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Things What Can Be Found:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bottle of Rum]] (?%), [[Gold Coin]] (?%), [[First Aid Kit]] (reletively hi%)&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
{{Ubermaplink|&lt;br /&gt;
maplink_image=[[Image:Tn_shipwreck.png]]|&lt;br /&gt;
maplink_location=Shipwreck|&lt;br /&gt;
maplink_cx=-70541|&lt;br /&gt;
maplink_cy=26546}}&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''The Shipwreck - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''Territory Map Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#855442|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Ship&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Deep Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* The above is a territory map, not a jungle density map. Jungle density fluctuates, anyway. Therefore, the jungle and village squares will very likely be colored differently in-game than they are here.&lt;br /&gt;
* The numbers on the map are merely for local reference, and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
 (xx,yy) coordinates refer to the territory map above.&lt;br /&gt;
 [xx.xxx,yy.yyy] are GPS coordinates.&lt;br /&gt;
* [-70.541,+26.546] - Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=4799</id>
		<title>Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=4799"/>
		<updated>2006-05-15T06:18:20Z</updated>

		<summary type="html">&lt;p&gt;Rip Purr: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The shipwreck is the origin of a new breed of outsider! Pirates!&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The shipwreck consists of a number of internal rooms (Large cabin, Hold, Armoury, and Galley).  It is located in shallow water off the north coast of the island.&lt;br /&gt;
&lt;br /&gt;
A shaman named '''Jakota''' was previously held captive on the beach.&lt;br /&gt;
&lt;br /&gt;
=== Armoury ===&lt;br /&gt;
''This cabin appears to have been used for the storage of weapons although the crew probably weren't all that tidy as there are other things in here too.''&lt;br /&gt;
Things What Can Be Found: (please add as you find, along with chance % if you know it)&lt;br /&gt;
[[Blunt Cutlass]] (?%), [[Cutlass]] (?%), [[Bottle of Rum]] (?%), [[Bottle of Water]] (?%), [[Gourd of Water]] (?%), [[Gem]] (?%), [[Knife]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
&lt;br /&gt;
=== Galley ===&lt;br /&gt;
&lt;br /&gt;
=== Large Cabin ===&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
{{Ubermaplink|&lt;br /&gt;
maplink_image=[[Image:Tn_shipwreck.png]]|&lt;br /&gt;
maplink_location=Shipwreck|&lt;br /&gt;
maplink_cx=-70541|&lt;br /&gt;
maplink_cy=26546}}&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''The Shipwreck - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''Territory Map Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#855442|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Ship&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Deep Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* The above is a territory map, not a jungle density map. Jungle density fluctuates, anyway. Therefore, the jungle and village squares will very likely be colored differently in-game than they are here.&lt;br /&gt;
* The numbers on the map are merely for local reference, and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
 (xx,yy) coordinates refer to the territory map above.&lt;br /&gt;
 [xx.xxx,yy.yyy] are GPS coordinates.&lt;br /&gt;
* [-70.541,+26.546] - Ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Rip Purr</name></author>
		
	</entry>
</feed>