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	<id>https://wiki.shartak.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rozen</id>
	<title>The Shartak Wiki - User contributions [en]</title>
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	<updated>2026-04-22T18:54:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21320</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21320"/>
		<updated>2010-02-03T16:51:08Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox_test|&lt;br /&gt;
clan_name=2nd Derby Privateers|&lt;br /&gt;
official_id=509|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Alestorm2ndPrivateers.jpg|300px]]|&lt;br /&gt;
clan_leaders=Cpt. {{profile|4949|RobZombie}}|&lt;br /&gt;
clan_membership=Cpt. {{profile|4949|RobZombie}}&lt;br /&gt;
{{profile|3936|Neil Tathers}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19989|Poisonous Soldier}}&lt;br /&gt;
&lt;br /&gt;
{{profile|5255|Endzone}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20232|Armed Watchman}}|&lt;br /&gt;
clan_goals=Professional Police Force/Drunken Armed Thugs, set to defend the town from PKers, organised invasion and constitutional sobriety.|&lt;br /&gt;
clan_recruit=Everyone with a healthy appreciation of alcoholism and no (major) outstanding criminal warrants are welcome.|&lt;br /&gt;
clan_contact={{profile|4949|RobZombie}}||&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Here's How It Was ==&lt;br /&gt;
&lt;br /&gt;
A long, long time ago, in an empty hut not too far away, a couple of odd hunters got together and decided they'd had enough of being killed by Outsider murderers, and Native headhunters. They formed a clan the likes of which Shartak had seen many times before; do-gooder have-a-go heroes, but with a difference. They aligned thenselves with healers, mercenaries and traders, and together, put Derby on the map for good. &lt;br /&gt;
&lt;br /&gt;
But the golden age of the '''[[Eastern Federation]]''' was all too short. Despite fending off countless murderers and several Native raiding parties, the Derbian powerhouse known as the '''[[Eastern Federation]]''' began to crumble under it's own weight and off-island pressures. Some stayed behind, scattered by the four winds, and others simply faded into obscurity and memory, seldom returning to the eyes of the people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perhaps those days are now. But perhaps those days are gone, and new heroes, legends in the making, are just waiting in the wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Here's How It Is ==&lt;br /&gt;
&lt;br /&gt;
The world needs heroes. Not all the time, not anymore, and maybe they don't even know it, but by Shartak they need them to be there when they need them!&lt;br /&gt;
&lt;br /&gt;
If you're a fan of;&lt;br /&gt;
*Casual Roleplaying&lt;br /&gt;
*Reasonably-Organised Chaos&lt;br /&gt;
*Killing Things&lt;br /&gt;
*Sometimes Healing Things&lt;br /&gt;
*Gold&lt;br /&gt;
Then you might do well to join a clan. Maybe even this one.&lt;br /&gt;
&lt;br /&gt;
== Here's What Could Happen ==&lt;br /&gt;
&lt;br /&gt;
'''Hitting The Small Time:'''&lt;br /&gt;
*The 2nd Privateers remain a small group, policing the mean streets of Derby from internal threats and hanging out in various bars when they should be policing the mean streets of Derby from internal threats.&lt;br /&gt;
*We would maintain an unofficial 'Wanted List' of PKers who aren't welcome in Derbian lands, and react accordingly to thier presence within them. Which is to say, 'kill them until dead'.&lt;br /&gt;
*Wages would be small, paid out of the back of {{profile|4949|RobZombie}}'s pocket, around the region of 5 coins every so often.&lt;br /&gt;
&lt;br /&gt;
'''Striking It Lucky:'''&lt;br /&gt;
*The 2nd Privateers gain enough members to branch out into free healing, inter-settlement trade and bigger roleplaying projects, such as local news and competetive events, while still offering it's protection as a law-enforcement agency.&lt;br /&gt;
*We would maintain and update a real 'Wanted List' of PKers, perhaps even island-wide ones, and not just those wanted in Derby. As well as this, there could be trade and medical care for the people of Derby. For a clan of this size, say, 5-10, there would be the potential need for a dedicated off-site forum.&lt;br /&gt;
*Wages would be a little larger, to the tune of 10 gold coins, paid for by trading and handed out fairly regularly.&lt;br /&gt;
&lt;br /&gt;
'''The Big Time:'''&lt;br /&gt;
*If the 2nd Privateers become another Derbian institution, like the [[Eastern Federation]], then we can take on many of thier abandoned international roles and projects, and even go into new ones. We're talking political clout, people.&lt;br /&gt;
*Such projects included but were not limited to; &lt;br /&gt;
**The [[Derby Academy]], once run by the [[Derby Hospitallers]]&lt;br /&gt;
**[[The Hanged Misfit]], run by old EF member RoadWorkBob.&lt;br /&gt;
**The [[Derby Hospital]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Pharmacy]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Evening Press]], Derby's newspaper, a team-effort.&lt;br /&gt;
*Wages would match proformance and standing within the clan, and on how much money is brough in from far away trade. In the old days of the 1st Privateers, wages plus bonuses could be as much as 100 gold coins for outstanding wiki-work and settlement defense.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
[[The Necromancers Guild]] &lt;br /&gt;
*Friendly terms, as of January 2010, during the Cannibal raids on Wiksik. {{profile|4949|RobZombie}} stayed in thier hut a while and with the invaluable aid of {{Profile|9922|Etherdrifter}} and the NG was able to track and kill several Cannibals in the defense of Wiksik and in the name of Derbian revenge.&lt;br /&gt;
== Operations ==&lt;br /&gt;
*Defending of Derby during 'Derby Bloodstock' Cannibal raid. January 2010.&lt;br /&gt;
*Defending of Wiksik during 'Native Culling' Cannibal raid on Wiksik. January-February 2010.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21319</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21319"/>
		<updated>2010-02-02T15:36:49Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox_test|&lt;br /&gt;
clan_name=2nd Derby Privateers|&lt;br /&gt;
official_id=509|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Alestorm2ndPrivateers.jpg|300px]]|&lt;br /&gt;
clan_leaders=Cpt. {{profile|4949|RobZombie}}|&lt;br /&gt;
clan_membership=Cpt. {{profile|4949|RobZombie}}&lt;br /&gt;
{{profile|3936|Neil Tathers}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19989|Poisonous Soldier}}&lt;br /&gt;
&lt;br /&gt;
{{profile|5255|Endzone}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20232|Armed Watchman}}|&lt;br /&gt;
clan_goals=Professional Police Force/Drunken Armed Thugs, set to defend the town from PKers, organised invasion and constitutional sobriety.|&lt;br /&gt;
clan_recruit=Everyone with a healthy appreciation of alcoholism and no (major) outstanding criminal warrants are welcome.|&lt;br /&gt;
clan_contact={{profile|4949|RobZombie}}||&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Here's How It Was ==&lt;br /&gt;
&lt;br /&gt;
A long, long time ago, in an empty hut not too far away, a couple of odd hunters got together and decided they'd had enough of being killed by Outsider murderers, and Native headhunters. They formed a clan the likes of which Shartak had seen many times before; do-gooder have-a-go heroes, but with a difference. They aligned thenselves with healers, mercenaries and traders, and together, put Derby on the map for good. &lt;br /&gt;
&lt;br /&gt;
But the golden age of the '''[[Eastern Federation]]''' was all too short. Despite fending off countless murderers and several Native raiding parties, the Derbian powerhouse known as the '''[[Eastern Federation]]''' began to crumble under it's own weight and off-island pressures. Some stayed behind, scattered by the four winds, and others simply faded into obscurity and memory, seldom returning to the eyes of the people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perhaps those days are now. But perhaps those days are gone, and new heroes, legends in the making, are just waiting in the wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Here's How It Is ==&lt;br /&gt;
&lt;br /&gt;
The world needs heroes. Not all the time, not anymore, and maybe they don't even know it, but by Shartak they need them to be there when they need them!&lt;br /&gt;
&lt;br /&gt;
If you're a fan of;&lt;br /&gt;
*Casual Roleplaying&lt;br /&gt;
*Reasonably-Organised Chaos&lt;br /&gt;
*Killing Things&lt;br /&gt;
*Sometimes Healing Things&lt;br /&gt;
*Gold&lt;br /&gt;
Then you might do well to join a clan. Maybe even this one.&lt;br /&gt;
&lt;br /&gt;
== Here's What Could Happen ==&lt;br /&gt;
&lt;br /&gt;
'''Hitting The Small Time:'''&lt;br /&gt;
*The 2nd Privateers remain a small group, policing the mean streets of Derby from internal threats and hanging out in various bars when they should be policing the mean streets of Derby from internal threats.&lt;br /&gt;
*We would maintain an unofficial 'Wanted List' of PKers who aren't welcome in Derbian lands, and react accordingly to thier presence within them. Which is to say, 'kill them until dead'.&lt;br /&gt;
*Wages would be small, paid out of the back of {{profile|4949|RobZombie}}'s pocket, around the region of 5 coins every so often.&lt;br /&gt;
&lt;br /&gt;
'''Striking It Lucky:'''&lt;br /&gt;
*The 2nd Privateers gain enough members to branch out into free healing, inter-settlement trade and bigger roleplaying projects, such as local news and competetive events, while still offering it's protection as a law-enforcement agency.&lt;br /&gt;
*We would maintain and update a real 'Wanted List' of PKers, perhaps even island-wide ones, and not just those wanted in Derby. As well as this, there could be trade and medical care for the people of Derby. For a clan of this size, say, 5-10, there would be the potential need for a dedicated off-site forum.&lt;br /&gt;
*Wages would be a little larger, to the tune of 10 gold coins, paid for by trading and handed out fairly regularly.&lt;br /&gt;
&lt;br /&gt;
'''The Big Time:'''&lt;br /&gt;
*If the 2nd Privateers become another Derbian institution, like the [[Eastern Federation]], then we can take on many of thier abandoned international roles and projects, and even go into new ones. We're talking political clout, people.&lt;br /&gt;
*Such projects included but were not limited to; &lt;br /&gt;
**The [[Derby Academy]], once run by the [[Derby Hospitallers]]&lt;br /&gt;
**[[The Hanged Misfit]], run by old EF member RoadWorkBob.&lt;br /&gt;
**The [[Derby Hospital]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Pharmacy]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Evening Press]], Derby's newspaper, a team-effort.&lt;br /&gt;
*Wages would match proformance and standing within the clan, and on how much money is brough in from far away trade. In the old days of the 1st Privateers, wages plus bonuses could be as much as 100 gold coins for outstanding wiki-work and settlement defense.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
[[The Necromancers Guild]] &lt;br /&gt;
*Friendly terms, as of January 2010, during the Cannibal raids on Wiksik. {{profile|4949|RobZombie}} stayed in thier hut a while and with the invaluable aid of {{Profile|9922|Etherdrifter}} and the NG was able to track and kill several Cannibals in the defense of Wiksik and in the name of Derbian revenge.&lt;br /&gt;
== Operations ==&lt;br /&gt;
*Defending of Derby during 'Derby Bloodstock' Cannibal raid. January 2010.&lt;br /&gt;
*Defending of Wiksik during Cannibal raid on Wiksik. January 2010.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21318</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21318"/>
		<updated>2010-02-02T15:36:16Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox_test|&lt;br /&gt;
clan_name=2nd Derby Privateers|&lt;br /&gt;
official_id=509|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Alestorm2ndPrivateers.jpg|300px]]|&lt;br /&gt;
clan_leaders=Cpt. {{profile|4949|RobZombie}}|&lt;br /&gt;
clan_membership=Cpt. {{profile|4949|RobZombie}}&lt;br /&gt;
{{profile|3936|Neil Tathers}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19989|Poisonous Soldier}}&lt;br /&gt;
&lt;br /&gt;
{{profile|5255|Endzone}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20232|Armed Watchman}}&lt;br /&gt;
clan_goals=Professional Police Force/Drunken Armed Thugs, set to defend the town from PKers, organised invasion and constitutional sobriety.|&lt;br /&gt;
clan_recruit=Everyone with a healthy appreciation of alcoholism and no (major) outstanding criminal warrants are welcome.|&lt;br /&gt;
clan_contact={{profile|4949|RobZombie}}||&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Here's How It Was ==&lt;br /&gt;
&lt;br /&gt;
A long, long time ago, in an empty hut not too far away, a couple of odd hunters got together and decided they'd had enough of being killed by Outsider murderers, and Native headhunters. They formed a clan the likes of which Shartak had seen many times before; do-gooder have-a-go heroes, but with a difference. They aligned thenselves with healers, mercenaries and traders, and together, put Derby on the map for good. &lt;br /&gt;
&lt;br /&gt;
But the golden age of the '''[[Eastern Federation]]''' was all too short. Despite fending off countless murderers and several Native raiding parties, the Derbian powerhouse known as the '''[[Eastern Federation]]''' began to crumble under it's own weight and off-island pressures. Some stayed behind, scattered by the four winds, and others simply faded into obscurity and memory, seldom returning to the eyes of the people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perhaps those days are now. But perhaps those days are gone, and new heroes, legends in the making, are just waiting in the wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Here's How It Is ==&lt;br /&gt;
&lt;br /&gt;
The world needs heroes. Not all the time, not anymore, and maybe they don't even know it, but by Shartak they need them to be there when they need them!&lt;br /&gt;
&lt;br /&gt;
If you're a fan of;&lt;br /&gt;
*Casual Roleplaying&lt;br /&gt;
*Reasonably-Organised Chaos&lt;br /&gt;
*Killing Things&lt;br /&gt;
*Sometimes Healing Things&lt;br /&gt;
*Gold&lt;br /&gt;
Then you might do well to join a clan. Maybe even this one.&lt;br /&gt;
&lt;br /&gt;
== Here's What Could Happen ==&lt;br /&gt;
&lt;br /&gt;
'''Hitting The Small Time:'''&lt;br /&gt;
*The 2nd Privateers remain a small group, policing the mean streets of Derby from internal threats and hanging out in various bars when they should be policing the mean streets of Derby from internal threats.&lt;br /&gt;
*We would maintain an unofficial 'Wanted List' of PKers who aren't welcome in Derbian lands, and react accordingly to thier presence within them. Which is to say, 'kill them until dead'.&lt;br /&gt;
*Wages would be small, paid out of the back of {{profile|4949|RobZombie}}'s pocket, around the region of 5 coins every so often.&lt;br /&gt;
&lt;br /&gt;
'''Striking It Lucky:'''&lt;br /&gt;
*The 2nd Privateers gain enough members to branch out into free healing, inter-settlement trade and bigger roleplaying projects, such as local news and competetive events, while still offering it's protection as a law-enforcement agency.&lt;br /&gt;
*We would maintain and update a real 'Wanted List' of PKers, perhaps even island-wide ones, and not just those wanted in Derby. As well as this, there could be trade and medical care for the people of Derby. For a clan of this size, say, 5-10, there would be the potential need for a dedicated off-site forum.&lt;br /&gt;
*Wages would be a little larger, to the tune of 10 gold coins, paid for by trading and handed out fairly regularly.&lt;br /&gt;
&lt;br /&gt;
'''The Big Time:'''&lt;br /&gt;
*If the 2nd Privateers become another Derbian institution, like the [[Eastern Federation]], then we can take on many of thier abandoned international roles and projects, and even go into new ones. We're talking political clout, people.&lt;br /&gt;
*Such projects included but were not limited to; &lt;br /&gt;
**The [[Derby Academy]], once run by the [[Derby Hospitallers]]&lt;br /&gt;
**[[The Hanged Misfit]], run by old EF member RoadWorkBob.&lt;br /&gt;
**The [[Derby Hospital]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Pharmacy]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Evening Press]], Derby's newspaper, a team-effort.&lt;br /&gt;
*Wages would match proformance and standing within the clan, and on how much money is brough in from far away trade. In the old days of the 1st Privateers, wages plus bonuses could be as much as 100 gold coins for outstanding wiki-work and settlement defense.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
[[The Necromancers Guild]] &lt;br /&gt;
*Friendly terms, as of January 2010, during the Cannibal raids on Wiksik. {{profile|4949|RobZombie}} stayed in thier hut a while and with the invaluable aid of {{Profile|9922|Etherdrifter}} and the NG was able to track and kill several Cannibals in the defense of Wiksik and in the name of Derbian revenge.&lt;br /&gt;
== Operations ==&lt;br /&gt;
*Defending of Derby during 'Derby Bloodstock' Cannibal raid. January 2010.&lt;br /&gt;
*Defending of Wiksik during Cannibal raid on Wiksik. January 2010.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21310</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21310"/>
		<updated>2010-01-27T21:03:27Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox_test|&lt;br /&gt;
clan_name=2nd Derby Privateers|&lt;br /&gt;
official_id=509|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Alestorm2ndPrivateers.jpg|300px]]|&lt;br /&gt;
clan_leaders=Cpt. {{profile|4949|RobZombie}}|&lt;br /&gt;
clan_membership=Cpt. {{profile|4949|RobZombie}}&lt;br /&gt;
{{profile|3936|Neil Tathers}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19989|Poisonous Soldier}}&lt;br /&gt;
&lt;br /&gt;
{{profile|5255|Endzone}}|&lt;br /&gt;
clan_goals=Professional Police Force/Drunken Armed Thugs, set to defend the town from PKers, organised invasion and constitutional sobriety.|&lt;br /&gt;
clan_recruit=Everyone with a healthy appreciation of alcoholism and no (major) outstanding criminal warrants are welcome.|&lt;br /&gt;
clan_contact={{profile|4949|RobZombie}}||&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Here's How It Was ==&lt;br /&gt;
&lt;br /&gt;
A long, long time ago, in an empty hut not too far away, a couple of odd hunters got together and decided they'd had enough of being killed by Outsider murderers, and Native headhunters. They formed a clan the likes of which Shartak had seen many times before; do-gooder have-a-go heroes, but with a difference. They aligned thenselves with healers, mercenaries and traders, and together, put Derby on the map for good. &lt;br /&gt;
&lt;br /&gt;
But the golden age of the '''[[Eastern Federation]]''' was all too short. Despite fending off countless murderers and several Native raiding parties, the Derbian powerhouse known as the '''[[Eastern Federation]]''' began to crumble under it's own weight and off-island pressures. Some stayed behind, scattered by the four winds, and others simply faded into obscurity and memory, seldom returning to the eyes of the people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perhaps those days are now. But perhaps those days are gone, and new heroes, legends in the making, are just waiting in the wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Here's How It Is ==&lt;br /&gt;
&lt;br /&gt;
The world needs heroes. Not all the time, not anymore, and maybe they don't even know it, but by Shartak they need them to be there when they need them!&lt;br /&gt;
&lt;br /&gt;
If you're a fan of;&lt;br /&gt;
*Casual Roleplaying&lt;br /&gt;
*Reasonably-Organised Chaos&lt;br /&gt;
*Killing Things&lt;br /&gt;
*Sometimes Healing Things&lt;br /&gt;
*Gold&lt;br /&gt;
Then you might do well to join a clan. Maybe even this one.&lt;br /&gt;
&lt;br /&gt;
== Here's What Could Happen ==&lt;br /&gt;
&lt;br /&gt;
'''Hitting The Small Time:'''&lt;br /&gt;
*The 2nd Privateers remain a small group, policing the mean streets of Derby from internal threats and hanging out in various bars when they should be policing the mean streets of Derby from internal threats.&lt;br /&gt;
*We would maintain an unofficial 'Wanted List' of PKers who aren't welcome in Derbian lands, and react accordingly to thier presence within them. Which is to say, 'kill them until dead'.&lt;br /&gt;
*Wages would be small, paid out of the back of {{profile|4949|RobZombie}}'s pocket, around the region of 5 coins every so often.&lt;br /&gt;
&lt;br /&gt;
'''Striking It Lucky:'''&lt;br /&gt;
*The 2nd Privateers gain enough members to branch out into free healing, inter-settlement trade and bigger roleplaying projects, such as local news and competetive events, while still offering it's protection as a law-enforcement agency.&lt;br /&gt;
*We would maintain and update a real 'Wanted List' of PKers, perhaps even island-wide ones, and not just those wanted in Derby. As well as this, there could be trade and medical care for the people of Derby. For a clan of this size, say, 5-10, there would be the potential need for a dedicated off-site forum.&lt;br /&gt;
*Wages would be a little larger, to the tune of 10 gold coins, paid for by trading and handed out fairly regularly.&lt;br /&gt;
&lt;br /&gt;
'''The Big Time:'''&lt;br /&gt;
*If the 2nd Privateers become another Derbian institution, like the [[Eastern Federation]], then we can take on many of thier abandoned international roles and projects, and even go into new ones. We're talking political clout, people.&lt;br /&gt;
*Such projects included but were not limited to; &lt;br /&gt;
**The [[Derby Academy]], once run by the [[Derby Hospitallers]]&lt;br /&gt;
**[[The Hanged Misfit]], run by old EF member RoadWorkBob.&lt;br /&gt;
**The [[Derby Hospital]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Pharmacy]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Evening Press]], Derby's newspaper, a team-effort.&lt;br /&gt;
*Wages would match proformance and standing within the clan, and on how much money is brough in from far away trade. In the old days of the 1st Privateers, wages plus bonuses could be as much as 100 gold coins for outstanding wiki-work and settlement defense.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
[[The Necromancers Guild]] &lt;br /&gt;
*Friendly terms, as of January 2010, during the Cannibal raids on Wiksik. {{profile|4949|RobZombie}} stayed in thier hut a while and with the invaluable aid of {{Profile|9922|Etherdrifter}} and the NG was able to track and kill several Cannibals in the defense of Wiksik and in the name of Derbian revenge.&lt;br /&gt;
== Operations ==&lt;br /&gt;
*Defending of Derby during 'Derby Bloodstock' Cannibal raid. January 2010.&lt;br /&gt;
*Defending of Wiksik during Cannibal raid on Wiksik. January 2010.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21309</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21309"/>
		<updated>2010-01-23T00:13:30Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox_test|&lt;br /&gt;
clan_name=2nd Derby Privateers|&lt;br /&gt;
official_id=509|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Alestorm2ndPrivateers.jpg|300px]]|&lt;br /&gt;
clan_leaders=Cpt. {{profile|4949|RobZombie}}|&lt;br /&gt;
clan_membership=Cpt. {{profile|4949|RobZombie}}&lt;br /&gt;
{{profile|3936|Neil Tathers}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19989|Poisonous Soldier}}|&lt;br /&gt;
clan_goals=Professional Police Force/Drunken Armed Thugs, set to defend the town from PKers, organised invasion and constitutional sobriety.|&lt;br /&gt;
clan_recruit=Everyone with a healthy appreciation of alcoholism and no (major) outstanding criminal warrants are welcome.|&lt;br /&gt;
clan_contact={{profile|4949|RobZombie}}||&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Here's How It Was ==&lt;br /&gt;
&lt;br /&gt;
A long, long time ago, in an empty hut not too far away, a couple of odd hunters got together and decided they'd had enough of being killed by Outsider murderers, and Native headhunters. They formed a clan the likes of which Shartak had seen many times before; do-gooder have-a-go heroes, but with a difference. They aligned thenselves with healers, mercenaries and traders, and together, put Derby on the map for good. &lt;br /&gt;
&lt;br /&gt;
But the golden age of the '''[[Eastern Federation]]''' was all too short. Despite fending off countless murderers and several Native raiding parties, the Derbian powerhouse known as the '''[[Eastern Federation]]''' began to crumble under it's own weight and off-island pressures. Some stayed behind, scattered by the four winds, and others simply faded into obscurity and memory, seldom returning to the eyes of the people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perhaps those days are now. But perhaps those days are gone, and new heroes, legends in the making, are just waiting in the wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Here's How It Is ==&lt;br /&gt;
&lt;br /&gt;
The world needs heroes. Not all the time, not anymore, and maybe they don't even know it, but by Shartak they need them to be there when they need them!&lt;br /&gt;
&lt;br /&gt;
If you're a fan of;&lt;br /&gt;
*Casual Roleplaying&lt;br /&gt;
*Reasonably-Organised Chaos&lt;br /&gt;
*Killing Things&lt;br /&gt;
*Sometimes Healing Things&lt;br /&gt;
*Gold&lt;br /&gt;
Then you might do well to join a clan. Maybe even this one.&lt;br /&gt;
&lt;br /&gt;
== Here's What Could Happen ==&lt;br /&gt;
&lt;br /&gt;
'''Hitting The Small Time:'''&lt;br /&gt;
*The 2nd Privateers remain a small group, policing the mean streets of Derby from internal threats and hanging out in various bars when they should be policing the mean streets of Derby from internal threats.&lt;br /&gt;
*We would maintain an unofficial 'Wanted List' of PKers who aren't welcome in Derbian lands, and react accordingly to thier presence within them. Which is to say, 'kill them until dead'.&lt;br /&gt;
*Wages would be small, paid out of the back of {{profile|4949|RobZombie}}'s pocket, around the region of 5 coins every so often.&lt;br /&gt;
&lt;br /&gt;
'''Striking It Lucky:'''&lt;br /&gt;
*The 2nd Privateers gain enough members to branch out into free healing, inter-settlement trade and bigger roleplaying projects, such as local news and competetive events, while still offering it's protection as a law-enforcement agency.&lt;br /&gt;
*We would maintain and update a real 'Wanted List' of PKers, perhaps even island-wide ones, and not just those wanted in Derby. As well as this, there could be trade and medical care for the people of Derby. For a clan of this size, say, 5-10, there would be the potential need for a dedicated off-site forum.&lt;br /&gt;
*Wages would be a little larger, to the tune of 10 gold coins, paid for by trading and handed out fairly regularly.&lt;br /&gt;
&lt;br /&gt;
'''The Big Time:'''&lt;br /&gt;
*If the 2nd Privateers become another Derbian institution, like the [[Eastern Federation]], then we can take on many of thier abandoned international roles and projects, and even go into new ones. We're talking political clout, people.&lt;br /&gt;
*Such projects included but were not limited to; &lt;br /&gt;
**The [[Derby Academy]], once run by the [[Derby Hospitallers]]&lt;br /&gt;
**[[The Hanged Misfit]], run by old EF member RoadWorkBob.&lt;br /&gt;
**The [[Derby Hospital]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Pharmacy]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Evening Press]], Derby's newspaper, a team-effort.&lt;br /&gt;
*Wages would match proformance and standing within the clan, and on how much money is brough in from far away trade. In the old days of the 1st Privateers, wages plus bonuses could be as much as 100 gold coins for outstanding wiki-work and settlement defense.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
[[The Necromancers Guild]] &lt;br /&gt;
*Friendly terms, as of January 2010, during the Cannibal raids on Wiksik. {{profile|4949|RobZombie}} stayed in thier hut a while and with the invaluable aid of {{Profile|9922|Etherdrifter}} and the NG was able to track and kill several Cannibals in the defense of Wiksik and in the name of Derbian revenge.&lt;br /&gt;
== Operations ==&lt;br /&gt;
*Defending of Derby during 'Derby Bloodstock' Cannibal raid. January 2010.&lt;br /&gt;
*Defending of Wiksik during Cannibal raid on Wiksik. January 2010.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21308</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21308"/>
		<updated>2010-01-23T00:13:15Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox_test|&lt;br /&gt;
clan_name=2nd Derby Privateers|&lt;br /&gt;
official_id=509|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Alestorm2ndPrivateers.jpg|300px]]|&lt;br /&gt;
clan_leaders=Cpt. {{profile|4949|RobZombie}}|&lt;br /&gt;
clan_membership={{profile|4949|RobZombie}}&lt;br /&gt;
{{profile|3936|Neil Tathers}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19989|Poisonous Soldier}}|&lt;br /&gt;
clan_goals=Professional Police Force/Drunken Armed Thugs, set to defend the town from PKers, organised invasion and constitutional sobriety.|&lt;br /&gt;
clan_recruit=Everyone with a healthy appreciation of alcoholism and no (major) outstanding criminal warrants are welcome.|&lt;br /&gt;
clan_contact={{profile|4949|RobZombie}}||&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Here's How It Was ==&lt;br /&gt;
&lt;br /&gt;
A long, long time ago, in an empty hut not too far away, a couple of odd hunters got together and decided they'd had enough of being killed by Outsider murderers, and Native headhunters. They formed a clan the likes of which Shartak had seen many times before; do-gooder have-a-go heroes, but with a difference. They aligned thenselves with healers, mercenaries and traders, and together, put Derby on the map for good. &lt;br /&gt;
&lt;br /&gt;
But the golden age of the '''[[Eastern Federation]]''' was all too short. Despite fending off countless murderers and several Native raiding parties, the Derbian powerhouse known as the '''[[Eastern Federation]]''' began to crumble under it's own weight and off-island pressures. Some stayed behind, scattered by the four winds, and others simply faded into obscurity and memory, seldom returning to the eyes of the people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perhaps those days are now. But perhaps those days are gone, and new heroes, legends in the making, are just waiting in the wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Here's How It Is ==&lt;br /&gt;
&lt;br /&gt;
The world needs heroes. Not all the time, not anymore, and maybe they don't even know it, but by Shartak they need them to be there when they need them!&lt;br /&gt;
&lt;br /&gt;
If you're a fan of;&lt;br /&gt;
*Casual Roleplaying&lt;br /&gt;
*Reasonably-Organised Chaos&lt;br /&gt;
*Killing Things&lt;br /&gt;
*Sometimes Healing Things&lt;br /&gt;
*Gold&lt;br /&gt;
Then you might do well to join a clan. Maybe even this one.&lt;br /&gt;
&lt;br /&gt;
== Here's What Could Happen ==&lt;br /&gt;
&lt;br /&gt;
'''Hitting The Small Time:'''&lt;br /&gt;
*The 2nd Privateers remain a small group, policing the mean streets of Derby from internal threats and hanging out in various bars when they should be policing the mean streets of Derby from internal threats.&lt;br /&gt;
*We would maintain an unofficial 'Wanted List' of PKers who aren't welcome in Derbian lands, and react accordingly to thier presence within them. Which is to say, 'kill them until dead'.&lt;br /&gt;
*Wages would be small, paid out of the back of {{profile|4949|RobZombie}}'s pocket, around the region of 5 coins every so often.&lt;br /&gt;
&lt;br /&gt;
'''Striking It Lucky:'''&lt;br /&gt;
*The 2nd Privateers gain enough members to branch out into free healing, inter-settlement trade and bigger roleplaying projects, such as local news and competetive events, while still offering it's protection as a law-enforcement agency.&lt;br /&gt;
*We would maintain and update a real 'Wanted List' of PKers, perhaps even island-wide ones, and not just those wanted in Derby. As well as this, there could be trade and medical care for the people of Derby. For a clan of this size, say, 5-10, there would be the potential need for a dedicated off-site forum.&lt;br /&gt;
*Wages would be a little larger, to the tune of 10 gold coins, paid for by trading and handed out fairly regularly.&lt;br /&gt;
&lt;br /&gt;
'''The Big Time:'''&lt;br /&gt;
*If the 2nd Privateers become another Derbian institution, like the [[Eastern Federation]], then we can take on many of thier abandoned international roles and projects, and even go into new ones. We're talking political clout, people.&lt;br /&gt;
*Such projects included but were not limited to; &lt;br /&gt;
**The [[Derby Academy]], once run by the [[Derby Hospitallers]]&lt;br /&gt;
**[[The Hanged Misfit]], run by old EF member RoadWorkBob.&lt;br /&gt;
**The [[Derby Hospital]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Pharmacy]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Evening Press]], Derby's newspaper, a team-effort.&lt;br /&gt;
*Wages would match proformance and standing within the clan, and on how much money is brough in from far away trade. In the old days of the 1st Privateers, wages plus bonuses could be as much as 100 gold coins for outstanding wiki-work and settlement defense.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
[[The Necromancers Guild]] &lt;br /&gt;
*Friendly terms, as of January 2010, during the Cannibal raids on Wiksik. {{profile|4949|RobZombie}} stayed in thier hut a while and with the invaluable aid of {{Profile|9922|Etherdrifter}} and the NG was able to track and kill several Cannibals in the defense of Wiksik and in the name of Derbian revenge.&lt;br /&gt;
== Operations ==&lt;br /&gt;
*Defending of Derby during 'Derby Bloodstock' Cannibal raid. January 2010.&lt;br /&gt;
*Defending of Wiksik during Cannibal raid on Wiksik. January 2010.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21304</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21304"/>
		<updated>2010-01-22T01:45:16Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox_test|&lt;br /&gt;
clan_name=2nd Derby Privateers|&lt;br /&gt;
official_id=509|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Alestorm2ndPrivateers.jpg|300px]]|&lt;br /&gt;
clan_leaders={{profile|4949|RobZombie}}|&lt;br /&gt;
clan_membership={{profile|4949|RobZombie}}&lt;br /&gt;
{{profile|3936|Neil Tathers}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19989|Poisonous Soldier}}|&lt;br /&gt;
clan_goals=Professional Police Force/Drunken Armed Thugs, set to defend the town from PKers, organised invasion and constitutional sobriety.|&lt;br /&gt;
clan_recruit=Everyone with a healthy appreciation of alcoholism and no (major) outstanding criminal warrants are welcome.|&lt;br /&gt;
clan_contact={{profile|4949|RobZombie}}||&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Here's How It Was ==&lt;br /&gt;
&lt;br /&gt;
A long, long time ago, in an empty hut not too far away, a couple of odd hunters got together and decided they'd had enough of being killed by Outsider murderers, and Native headhunters. They formed a clan the likes of which Shartak had seen many times before; do-gooder have-a-go heroes, but with a difference. They aligned thenselves with healers, mercenaries and traders, and together, put Derby on the map for good. &lt;br /&gt;
&lt;br /&gt;
But the golden age of the '''[[Eastern Federation]]''' was all too short. Despite fending off countless murderers and several Native raiding parties, the Derbian powerhouse known as the '''[[Eastern Federation]]''' began to crumble under it's own weight and off-island pressures. Some stayed behind, scattered by the four winds, and others simply faded into obscurity and memory, seldom returning to the eyes of the people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perhaps those days are now. But perhaps those days are gone, and new heroes, legends in the making, are just waiting in the wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Here's How It Is ==&lt;br /&gt;
&lt;br /&gt;
The world needs heroes. Not all the time, not anymore, and maybe they don't even know it, but by Shartak they need them to be there when they need them!&lt;br /&gt;
&lt;br /&gt;
If you're a fan of;&lt;br /&gt;
*Casual Roleplaying&lt;br /&gt;
*Reasonably-Organised Chaos&lt;br /&gt;
*Killing Things&lt;br /&gt;
*Sometimes Healing Things&lt;br /&gt;
*Gold&lt;br /&gt;
Then you might do well to join a clan. Maybe even this one.&lt;br /&gt;
&lt;br /&gt;
== Here's What Could Happen ==&lt;br /&gt;
&lt;br /&gt;
'''Hitting The Small Time:'''&lt;br /&gt;
*The 2nd Privateers remain a small group, policing the mean streets of Derby from internal threats and hanging out in various bars when they should be policing the mean streets of Derby from internal threats.&lt;br /&gt;
*We would maintain an unofficial 'Wanted List' of PKers who aren't welcome in Derbian lands, and react accordingly to thier presence within them. Which is to say, 'kill them until dead'.&lt;br /&gt;
*Wages would be small, paid out of the back of {{profile|4949|RobZombie}}'s pocket, around the region of 5 coins every so often.&lt;br /&gt;
&lt;br /&gt;
'''Striking It Lucky:'''&lt;br /&gt;
*The 2nd Privateers gain enough members to branch out into free healing, inter-settlement trade and bigger roleplaying projects, such as local news and competetive events, while still offering it's protection as a law-enforcement agency.&lt;br /&gt;
*We would maintain and update a real 'Wanted List' of PKers, perhaps even island-wide ones, and not just those wanted in Derby. As well as this, there could be trade and medical care for the people of Derby. For a clan of this size, say, 5-10, there would be the potential need for a dedicated off-site forum.&lt;br /&gt;
*Wages would be a little larger, to the tune of 10 gold coins, paid for by trading and handed out fairly regularly.&lt;br /&gt;
&lt;br /&gt;
'''The Big Time:'''&lt;br /&gt;
*If the 2nd Privateers become another Derbian institution, like the [[Eastern Federation]], then we can take on many of thier abandoned international roles and projects, and even go into new ones. We're talking political clout, people.&lt;br /&gt;
*Such projects included but were not limited to; &lt;br /&gt;
**The [[Derby Academy]], once run by the [[Derby Hospitallers]]&lt;br /&gt;
**[[The Hanged Misfit]], run by old EF member RoadWorkBob.&lt;br /&gt;
**The [[Derby Hospital]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Pharmacy]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Evening Press]], Derby's newspaper, a team-effort.&lt;br /&gt;
*Wages would match proformance and standing within the clan, and on how much money is brough in from far away trade. In the old days of the 1st Privateers, wages plus bonuses could be as much as 100 gold coins for outstanding wiki-work and settlement defense.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
[[The Necromancers Guild]] &lt;br /&gt;
*Friendly terms, as of January 2010, during the Cannibal raids on Wiksik. {{profile|4949|RobZombie}} stayed in thier hut a while and with the invaluable aid of {{Profile|9922|Etherdrifter}} and the NG was able to track and kill several Cannibals in the defense of Wiksik and in the name of Derbian revenge.&lt;br /&gt;
== Operations ==&lt;br /&gt;
*Defending of Derby during 'Derby Bloodstock' Cannibal raid. January 2010.&lt;br /&gt;
*Defending of Wiksik during Cannibal raid on Wiksik. January 2010.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21303</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21303"/>
		<updated>2010-01-21T17:17:15Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox_test|&lt;br /&gt;
clan_name=2nd Derby Privateers|&lt;br /&gt;
official_id=509|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Alestorm2ndPrivateers.jpg|300px]]|&lt;br /&gt;
clan_leaders={{profile|4949|RobZombie}}|&lt;br /&gt;
clan_membership={{profile|4949|RobZombie}}&lt;br /&gt;
{{profile|3936|Neil Tathers}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19989|Poisonous Soldier}}|&lt;br /&gt;
clan_goals=Professional Police Force/Drunken Armed Thugs, set to defend the town from PKers, organised invasion and constitutional sobriety.|&lt;br /&gt;
clan_recruit=Everyone with a healthy appreciation of alcoholism and no (major) outstanding criminal warrants are welcome.|&lt;br /&gt;
clan_contact={{profile|4949|RobZombie}}||&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Here's How It Was ==&lt;br /&gt;
&lt;br /&gt;
A long, long time ago, in an empty hut not too far away, a couple of odd hunters got together and decided they'd had enough of being killed by Outsider murderers, and Native headhunters. They formed a clan the likes of which Shartak had seen many times before; do-gooder have-a-go heroes, but with a difference. They aligned thenselves with healers, mercenaries and traders, and together, put Derby on the map for good. &lt;br /&gt;
&lt;br /&gt;
But the golden age of the '''[[Eastern Federation]]''' was all too short. Despite fending off countless murderers and several Native raiding parties, the Derbian powerhouse known as the '''[[Eastern Federation]]''' began to crumble under it's own weight and off-island pressures. Some stayed behind, scattered by the four winds, and others simply faded into obscurity and memory, seldom returning to the eyes of the people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perhaps those days are now. But perhaps those days are gone, and new heroes, legends in the making, are just waiting in the wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Here's How It Is ==&lt;br /&gt;
&lt;br /&gt;
The world needs heroes. Not all the time, not anymore, and maybe they don't even know it, but by Shartak they need them to be there when they need them!&lt;br /&gt;
&lt;br /&gt;
If you're a fan of;&lt;br /&gt;
*Casual Roleplaying&lt;br /&gt;
*Reasonably-Organised Chaos&lt;br /&gt;
*Killing Things&lt;br /&gt;
*Sometimes Healing Things&lt;br /&gt;
*Gold&lt;br /&gt;
Then you might do well to join a clan. Maybe even this one.&lt;br /&gt;
&lt;br /&gt;
== Here's What Could Happen ==&lt;br /&gt;
&lt;br /&gt;
'''Hitting The Small Time:'''&lt;br /&gt;
*The 2nd Privateers remain a small group, policing the mean streets of Derby from internal threats and hanging out in various bars when they should be policing the mean streets of Derby from internal threats.&lt;br /&gt;
*We would maintain an unofficial 'Wanted List' of PKers who aren't welcome in Derbian lands, and react accordingly to thier presence within them. Which is to say, 'kill them until dead'.&lt;br /&gt;
*Wages would be small, paid out of the back of {{profile|4949|RobZombie}}'s pocket, around the region of 5 coins every so often.&lt;br /&gt;
&lt;br /&gt;
'''Striking It Lucky:'''&lt;br /&gt;
*The 2nd Privateers gain enough members to branch out into free healing, inter-settlement trade and bigger roleplaying projects, such as local news and competetive events, while still offering it's protection as a law-enforcement agency.&lt;br /&gt;
*We would maintain and update a real 'Wanted List' of PKers, perhaps even island-wide ones, and not just those wanted in Derby. As well as this, there could be trade and medical care for the people of Derby. For a clan of this size, say, 5-10, there would be the potential need for a dedicated off-site forum.&lt;br /&gt;
*Wages would be a little larger, to the tune of 10 gold coins, paid for by trading and handed out fairly regularly.&lt;br /&gt;
&lt;br /&gt;
'''The Big Time:'''&lt;br /&gt;
*If the 2nd Privateers become another Derbian institution, like the [[Eastern Federation]], then we can take on many of thier abandoned international roles and projects, and even go into new ones. We're talking political clout, people.&lt;br /&gt;
*Such projects included but were not limited to; &lt;br /&gt;
**The [[Derby Academy]], once run by the [[Derby Hospitallers]]&lt;br /&gt;
**[[The Hanged Misfit]], run by old EF member RoadWorkBob.&lt;br /&gt;
**The [[Derby Hospital]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Pharmacy]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Evening Press]], Derby's newspaper, a team-effort.&lt;br /&gt;
*Wages would match proformance and standing within the clan, and on how much money is brough in from far away trade. In the old days of the 1st Privateers, wages plus bonuses could be as much as 100 gold coins for outstanding wiki-work and settlement defense.&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
*Defending of Derby during 'Derby Bloodstock' Cannibal raid. January 2010.&lt;br /&gt;
*Defending of Wiksik during Cannibal raid on Wiksik. January 2010.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21281</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21281"/>
		<updated>2010-01-15T16:05:55Z</updated>

		<summary type="html">&lt;p&gt;Rozen: Adding members and correcting spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox_test|&lt;br /&gt;
clan_name=2nd Derby Privateers|&lt;br /&gt;
official_id=509|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Alestorm2ndPrivateers.jpg|300px]]|&lt;br /&gt;
clan_leaders={{profile|4949|RobZombie}}|&lt;br /&gt;
clan_membership={{profile|4949|RobZombie}}&lt;br /&gt;
{{profile|3936|Neil Tathers}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19989|Poisonous Soldier}}|&lt;br /&gt;
clan_goals=Professional Police Force/Drunken Armed Thugs, set to defend the town from PKers, organised invasion and constitutional sobriety.|&lt;br /&gt;
clan_recruit=Everyone with a healthy appreciation of alcoholism and no (major) outstanding criminal warrants are welcome.|&lt;br /&gt;
clan_contact={{profile|4949|RobZombie}}||&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Here's How It Was ==&lt;br /&gt;
&lt;br /&gt;
A long, long time ago, in an empty hut not too far away, a couple of odd hunters got together and decided they'd had enough of being killed by Outsider murderers, and Native headhunters. They formed a clan the likes of which Shartak had seen many times before; do-gooder have-a-go heroes, but with a difference. They aligned thenselves with healers, mercenaries and traders, and together, put Derby on the map for good. &lt;br /&gt;
&lt;br /&gt;
But the golden age of the '''[[Eastern Federation]]''' was all too short. Despite fending off countless murderers and several Native raiding parties, the Derbian powerhouse known as the '''[[Eastern Federation]]''' began to crumble under it's own weight and off-island pressures. Some stayed behind, scattered by the four winds, and others simply faded into obscurity and memory, seldom returning to the eyes of the people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perhaps those days are now. But perhaps those days are gone, and new heroes, legends in the making, are just waiting in the wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Here's How It Is ==&lt;br /&gt;
&lt;br /&gt;
The world needs heroes. Not all the time, not anymore, and maybe they don't even know it, but by Shartak they need them to be there when they need them!&lt;br /&gt;
&lt;br /&gt;
If you're a fan of;&lt;br /&gt;
*Casual Roleplaying&lt;br /&gt;
*Reasonably-Organised Chaos&lt;br /&gt;
*Killing Things&lt;br /&gt;
*Sometimes Healing Things&lt;br /&gt;
*Gold&lt;br /&gt;
Then you might do well to join a clan. Maybe even this one.&lt;br /&gt;
&lt;br /&gt;
== Here's What Could Happen ==&lt;br /&gt;
&lt;br /&gt;
'''Hitting The Small Time:'''&lt;br /&gt;
*The 2nd Privateers remain a small group, policing the mean streets of Derby from internal threats and hanging out in various bars when they should be policing the mean streets of Derby from internal threats.&lt;br /&gt;
*We would maintain an unofficial 'Wanted List' of PKers who aren't welcome in Derbian lands, and react accordingly to thier presence within them. Which is to say, 'kill them until dead'.&lt;br /&gt;
*Wages would be small, paid out of the back of {{profile|4949|RobZombie}}'s pocket, around the region of 5 coins every so often.&lt;br /&gt;
&lt;br /&gt;
'''Striking It Lucky:'''&lt;br /&gt;
*The 2nd Privateers gain enough members to branch out into free healing, inter-settlement trade and bigger roleplaying projects, such as local news and competetive events, while still offering it's protection as a law-enforcement agency.&lt;br /&gt;
*We would maintain and update a real 'Wanted List' of PKers, perhaps even island-wide ones, and not just those wanted in Derby. As well as this, there could be trade and medical care for the people of Derby. For a clan of this size, say, 5-10, there would be the potential need for a dedicated off-site forum.&lt;br /&gt;
*Wages would be a little larger, to the tune of 10 gold coins, paid for by trading and handed out fairly regularly.&lt;br /&gt;
&lt;br /&gt;
'''The Big Time:'''&lt;br /&gt;
*If the 2nd Privateers become another Derbian institution, like the [[Eastern Federation]], then we can take on many of thier abandoned international roles and projects, and even go into new ones. We're talking political clout, people.&lt;br /&gt;
*Such projects included but were not limited to; &lt;br /&gt;
**The [[Derby Academy]], once run by the [[Derby Hospitallers]]&lt;br /&gt;
**[[The Hanged Misfit]], run by old EF member RoadWorkBob.&lt;br /&gt;
**The [[Derby Hospital]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Pharmacy]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Evening Press]], Derby's newspaper, a team-effort.&lt;br /&gt;
*Wages would match proformance and standing within the clan, and on how much money is brough in from far away trade. In the old days of the 1st Privateers, wages plus bonuses could be as much as 100 gold coins for outstanding wiki-work and settlement defense.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:1st_Derby_Privateers&amp;diff=21249</id>
		<title>Talk:1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:1st_Derby_Privateers&amp;diff=21249"/>
		<updated>2010-01-07T18:53:49Z</updated>

		<summary type="html">&lt;p&gt;Rozen: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=History/2006&amp;diff=21248</id>
		<title>History/2006</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=History/2006&amp;diff=21248"/>
		<updated>2010-01-07T18:39:56Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* September */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Historynav}} {{Historical Article}}&lt;br /&gt;
&lt;br /&gt;
This is a list of historical events that happened on Shartak during 2006.&lt;br /&gt;
&lt;br /&gt;
== January ==&lt;br /&gt;
* Maps join the game with some of the natives mastering the art of scratching pictures of landmarks on a large leaf and outsiders finding items to draw primitive maps with.&lt;br /&gt;
== February ==&lt;br /&gt;
&lt;br /&gt;
* The [[Royal Expedition]], one of the earliest clans, begins to be organised.&lt;br /&gt;
* The [[Scavengers]] are established.&lt;br /&gt;
* The [[South Shartak Trading Company]] is established.&lt;br /&gt;
&lt;br /&gt;
== March ==&lt;br /&gt;
* Various mapping projects get underway to map the Island.&lt;br /&gt;
* Rumours of pirates setting ashore on Shartak begin to circulate amongst those already on the Island.&lt;br /&gt;
* Traders set up shop in each of the settlements.&lt;br /&gt;
== April ==&lt;br /&gt;
* The [[Wicksick Headhunters]] are established.&lt;br /&gt;
* The [[Colonial Police]] is established in York.&lt;br /&gt;
* The [[Civilised Highway Society]] is established.&lt;br /&gt;
* Spirits begin to haunt the living again.&lt;br /&gt;
* Easter Bunnies make their first appearance on the Island.&lt;br /&gt;
&lt;br /&gt;
== May ==&lt;br /&gt;
* The camp shamans are recaptured and confined to their camps.  The native shamans return to their villages, having trained six apprentices who now wander the Island.&lt;br /&gt;
* Maximillion Pike, with the assistance of Dashing Derek, Tom Failur and others make the first giant squid kill off the coast of York.&lt;br /&gt;
* The [[Mercenary's Guild]] is established.&lt;br /&gt;
* The [[Jolly Roger Gang]] is established.&lt;br /&gt;
&lt;br /&gt;
== June ==&lt;br /&gt;
* The [[1st Imperial Privateers Regiment]] is established.&lt;br /&gt;
* The [[1st Colonial Militia]] is established.&lt;br /&gt;
&lt;br /&gt;
== July ==&lt;br /&gt;
&lt;br /&gt;
* The [[Durham Pistoleers]] are established.&lt;br /&gt;
&lt;br /&gt;
== August ==&lt;br /&gt;
&lt;br /&gt;
*[[The Yorkman]] newspaper launched.&lt;br /&gt;
&lt;br /&gt;
== September ==&lt;br /&gt;
* [[Third Battle of York]] begins.&lt;br /&gt;
* War between the [[Discordian Cargo Cult]], the [[Royal Expedition]], and the [[Scurvy Crew of the Hellborn Strumpet]] breaks out over possession of [[Unity Island]].&lt;br /&gt;
* The [[Jolly Roger Gang]] sacks Dalpok.&lt;br /&gt;
* The [[Derby Hospitallers]] are established.&lt;br /&gt;
* The [[1st Derby Privateers]] are established.&lt;br /&gt;
&lt;br /&gt;
== October ==&lt;br /&gt;
* [[Third Battle of York]] ends.&lt;br /&gt;
* The [[Jolly Roger Gang]] enters into a truce with the [[Derby Hospitallers]].&lt;br /&gt;
&lt;br /&gt;
== November ==&lt;br /&gt;
* Armadox and the [[Scavengers]] raze Raktam.&lt;br /&gt;
* The first organised boxing match on Shartak occurs, at the temple ruins south of the shipwreck, between Zom VLD and Xintlaer.&lt;br /&gt;
* The conch shell is found again.&lt;br /&gt;
&lt;br /&gt;
== December ==&lt;br /&gt;
* [[Santa Claus|Santa]] pays his first visit to the Island.&lt;br /&gt;
* The Durham Headhunt, organised by the [[Wicksick Headhunters]], commences with major casualties, ending on New Year's Eve.&lt;br /&gt;
* The [[1st Imperial Privateers Regiment]] sacks Dalpok, re-names it New Amsterdam and sells it to Maevar Ralnik for 156 gold coins.&lt;br /&gt;
* The [[Imperial Bank]] is established.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shinra_Electric_Power_Company&amp;diff=21247</id>
		<title>Talk:Shinra Electric Power Company</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shinra_Electric_Power_Company&amp;diff=21247"/>
		<updated>2010-01-07T18:36:34Z</updated>

		<summary type="html">&lt;p&gt;Rozen: New page: Would Shinra essentially be operating a new settlement? Only instead of with an NPC trader, groups of real player traders? It sounds an interesting project, but you might want to ask Simon...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would Shinra essentially be operating a new settlement? Only instead of with an NPC trader, groups of real player traders? It sounds an interesting project, but you might want to ask Simon if you can have an NPC Shaman assigned to the city, or people might be a bit reluctant to remain there after being killed a couple of times and having to return to thier home or a distant roamer, then spend potentially days working thier way back. Anyway, looks good, I've got an old character who might be interested in providing you with some supplies or settling remaining as a residential healer --[[User:Rozen|Rozen]] 18:36, 7 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Items&amp;diff=21246</id>
		<title>Talk:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Items&amp;diff=21246"/>
		<updated>2010-01-07T18:30:57Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Dried Herbs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheers to danheretic, Tanarchy, and Lint for adding more info to the Items page! --[[User:Meatiershower|Meatiershower]] 14:14, 13 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Thanks!&amp;lt;br&amp;gt;I'm a little curious as to what Simon's intentions with the wiki are. Should we be striving towards documenting every single detail or leaving things a little vague? --[[User:Lint|Lint]] 21:10, 13 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Make it as vague or as detailed as you want. Information about locations of useful stuff is likely to be of interest to plenty of people ;) --[[User:Simon|Simon]] 21:14, 13 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Great! Was interested in adding some stuff, and have, but not sure how much was too much. Driftwood was one example. Luckily, someone with more courage than myself posted it already, lol. =] --[[User:Meatiershower|Meatiershower]] 21:52, 14 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Item Details ==&lt;br /&gt;
&lt;br /&gt;
* I see that Knife is listed as unknown base level and and damage.  I just signed up as a native (a warrior, I think).  I found a knife.  The hit percentage is 20% with a damage of 1.  Is that what people mean by the base level? [[User:Shades of Grey|Shades of Grey]] 09:25, 15 February 2006 (GMT)&lt;br /&gt;
::-Shades of Grey : I believe that is what should be listed. I found one and posted about the knife, but have not tried to use it yet. Post that info!--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== GPS ===&lt;br /&gt;
*Can someone who understands the GPS please explain exactly what the numbers mean? I have yet to make heads or tails from them...--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)&lt;br /&gt;
:: I've added some info to the [[Items]] page. --[[User:Dr. J|Dr. J]] 00:31, 16 February 2006 (GMT)&lt;br /&gt;
::: Thanks, Doc! What is the '70' and '26' for on the GPS? Do they never change? --[[User:Meatiershower|Meatiershower]] 15:10, 16 February 2006 (GMT)&lt;br /&gt;
:::: They are part of the coordinates. As to whether they change - that depends on how big Shartak is. --[[User:Dr. J|Dr. J]] 11:46, 17 February 2006 (GMT)&lt;br /&gt;
:::: I assume they are the notional lattitude and longitude of the island. 70E 26S is in the Indian Ocean, 70W 26N is NE of the Caribbean (70E 26N is in NW India and 70W 26S is in South America). --[[User:Richard Hawke-Welch|Richard Hawke-Welch]] 08:39, 20 February 2006 (GMT)&lt;br /&gt;
* Right, and exactly WHERE in the villages can you get one? --[[User:Motogrrl|Motogrrl ]] 02:16, 28 April 2006 (GMT)&lt;br /&gt;
**Now you can find them in the Medical Huts (2%?) as well as on the ground in the outsider villages. Trading posts often have them, too. --[[User:Tycho44|Tycho44]] 01:54, 18 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Searching ===&lt;br /&gt;
* I waded out into the Water with my Soldier and decided to search. Amid the multiple failed searches, I got one message: &amp;quot;You search and find a broken knife which you discard.&amp;quot; Was that a potential item that required a certain skill to use or just junk? --[[User:Lint|Lint]] 03:59, 20 February 2006 (GMT)&lt;br /&gt;
:* That appears to be a cue that nothing useful can be found in that terrain location. A bit less frustrating than clicking Search 75 times in a row to no avail. --[[User:Tycho44|Tycho44]] 19:16, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Machetes ===&lt;br /&gt;
* Anyone know if sharp machetes ever get dull? --[[User:Jackel|Jackel]] 19:46, 23 February 2006 (GMT)&lt;br /&gt;
: I have had my machete since level 1 (now am level 8) and it hasn't gotten dull yet. --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Dried Herbs ===&lt;br /&gt;
* I have some &amp;quot;dried herbs&amp;quot;. I don't find them in this wiki, and I haven't used them yet. Anyone know what they do? --[[User:Jackel|Jackel]] 20:36, 23 February 2006 (GMT) '''EDIT:''' Just tried using them got a message saying I didn't know how to use them. My guess is they are &amp;quot;healing herbs&amp;quot; and can only be used with the &amp;quot;Natural Medicine&amp;quot; skill--[[User:Jackel|Jackel]] 18:42, 24 February 2006 (GMT)&lt;br /&gt;
:: Which character did you find them with? If you were an outsider, maybe it's the &amp;quot;Native Knowledge&amp;quot; skill you require rather than &amp;quot;Natural Medicine&amp;quot;. I wonder what a first aid kit looks like to a native. --[[User:Lint|Lint]] 19:23, 24 February 2006 (GMT)&lt;br /&gt;
:::My outsider scientist has these. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)&lt;br /&gt;
::::&amp;quot;dried herbs&amp;quot; are the name for &amp;quot;healing herbs&amp;quot; when you don't have Native Knowledge. --[[User:Tycho44|Tycho44]] 01:55, 18 May 2006 (BST)&lt;br /&gt;
:::::I had a native trader character, Lint, who traded mostly in FAKs. They were just called the same thing, though 'red/green box' would have been a nice balancing flavour text --[[User:Rozen|Rozen]] 18:30, 7 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sword ===&lt;br /&gt;
* Who added the heavy sword? We should all take some time to figure out where you can reliablly find them -- [[User:Daylan|Daylan]] 19:58, 24 February 2006 (GMT)&lt;br /&gt;
:It was added by &amp;quot;Fitzcarraldo&amp;quot;. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)&lt;br /&gt;
::I am unfortunately not sure where I found it, it was found on the first day I tried shartak and I wasn't really paying attention, which is why I included the &amp;quot;(?)&amp;quot;. Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help figure out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:13, 26 February 2006 (GMT)&lt;br /&gt;
:Can someone post a screenshot of the heavy sword to verfiy its existence?  Has anyone else found it? --[[User:Gandhi|Gandhi]] 04:23, 27 February 2006 (GMT)&lt;br /&gt;
::wow, verification? ok, I understand. you can see it [http://img211.imageshack.us/img211/5835/shrtkheavyswordscrnsht060303b0.jpg here], just below the obfuscated gps coordinates. Again, I seriously have no idea where exactly it was I found it. It could have been in swamp or beach or jungle, or in town.. they were all in the vicinity, my best guess was jungle. :/ &lt;br /&gt;
::As an aside, It makes me wonder what other little treasures there are hidden away that are not very probable!? The mechanism involved could be more complicated than UD's, couldn't it? Maybe there are only so many active per number of players, or maybe it is found in 1 specific square, or in a specific quadrant of the map, or maybe it is actually class specific (fitzcarraldo is an explorer, outsider), or maybe it just has a probability of 0.01%, or maybe those finding them don't look in the wiki, or?? I really don't know. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 11:31, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:In case anyone was wondering - heavy swords do break. --[[User:Lint|Lint]] 23:25, 10 July 2006 (UTC)&lt;br /&gt;
::I'm wondering: how do you know? --[[User:Tycho44|Tycho44]] 01:11, 11 July 2006 (UTC)&lt;br /&gt;
:::/me whistles innocently. --[[User:Lint|Lint]] 02:21, 11 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Fungi?===&lt;br /&gt;
&lt;br /&gt;
I've heard on the forums of fungi. Thuis far the only info is that they deal 2 damage.&lt;br /&gt;
Also there is talk about them being found in the &amp;quot;fungi&amp;quot; squares of the caves.&lt;br /&gt;
Has anyone got further info on this? --[[User:Big Kahuuna|Big Kahuuna]] 07:34, 24 October 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Other Stuff ===&lt;br /&gt;
:I couldn't see too many crazy items being out there, and even if they were they would make everything else pointless I mean why use a rifle(thats 5 dam,60% hit,1.5ap/shot[2ap to shot 1 ap to load],search ammo= about 2dam/ap not counting searching ammo) or blowpipe (thats 4 dam,20% hit, 2ap/shot[I think you have to reload after every shot],search ammo=.8dam/ap!!! not counting search and even if they poison as the name implys they still suck) vs the heavy sword(5 dam,45% hit=2.25 dam/ap can you say &amp;quot;makes other items pointless) after citing the suggestion guidelines page in the urban dead wiki &amp;quot;just cause its really rare doesn't mean people won't find it&amp;quot;. Now if you will excuse me I am going to make a suggestion on the item page to remove the heavy sword on the grounds that it makes the rifle, blowpipe and rifle skills absolutly useless(that ap you getting xp for those skills could have found you a uber sword of doom!) --[[User:Daylan|Daylan]] 23:20, 9 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Breakage ===&lt;br /&gt;
* Has anyone had a weapon besides the cutlass break while attacking with it? --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
** Sure, my machetes keep breaking. --[[User:Tycho44|Tycho44]] 04:21, 22 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*** I believe that knives, daggers and wooden clubs break too; anything that can be used as a weapon apart from the blowpipe and rifle. And yes, the heavy sword too, can be broken. Sorry to spoil the fun being had above! --[[User:Rozen|Rozen]] 18:26, 7 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Ideal Inventory? ===&lt;br /&gt;
&lt;br /&gt;
Just to throw out the question, what appears to be the ideal inventory for exploring the jungle?&lt;br /&gt;
&lt;br /&gt;
* 2 x Machete&lt;br /&gt;
** Need 2 just in case the main one breaks mid-fight&lt;br /&gt;
** If you're a Pirate, replace Machete with Cutlass&lt;br /&gt;
* 1 x Sharpening stone&lt;br /&gt;
** In case your machete blade becomes dull&lt;br /&gt;
* 1 x Heavy Sword&lt;br /&gt;
** If you can find one, since much better than Machete&lt;br /&gt;
** No-one confirmed where these can be found yet, only 4 or 5 known to exist so far.&lt;br /&gt;
* 7 x First Aid Kit&lt;br /&gt;
** When combined with First Aid/Natural Medicine skill, 7 are enough to heal 70HP and bring you back from the point of dying to full health&lt;br /&gt;
** Use Healing Herbs if native since Natural Medicine only seems to work with Herbs and not FAK.&lt;br /&gt;
* GPS&lt;br /&gt;
** So you don't get too lost, particularly if using Firefox + Greasemonkey scripts such as UBERmapper&lt;br /&gt;
** If native, requires Outsider Knowledge skill.&lt;br /&gt;
* As many Gold Coins as possible&lt;br /&gt;
** They don't appear to use as much inventory space as everything else&lt;br /&gt;
** You can use these to trade for extra supplies at camps&lt;br /&gt;
* 3-4 x Rifle + many Rifle Bullets&lt;br /&gt;
** If Soldier, can get skills to boost accuracy to 60% which may work better than machete&lt;br /&gt;
** If native warrior, replace Rifle + Bullets with Blowpipe + Poison Darts, same reasoning&lt;br /&gt;
** Multiple rifles/blowpipes mean you can avoid having to reload mid-fight&lt;br /&gt;
** Each one can be loaded to allow extra ammunition to be carried since an empty rifle uses as much space as a loaded one.&lt;br /&gt;
&lt;br /&gt;
--[[User:Snarf|Snarf]] 09:12, 5 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:A rifle holding up to two bullets occupies the same space as two bullets, so simply replace all rifle bullets with fully loaded rifles. Since rifles' sole virtue is the initial barrage of bullets (damage/AP is inferior to ideal machete when factoring in reloads and searching for ammo), only bother carrying what one needs for killing the toughest possible enemy (a pirate with stamina) - about 15 rifles. The stones are unnecessary especially now that traders pay more for rare - that is, blunt - items; just use your spare blade. Carry a knife to write. That leaves about 35 slots open for FAKs or herbs, allowing one to stay out in the wilderness safely for very long periods of time, even if healing others along the way. --[[User:LouisB3|LouisB3]] 22:03, 30 May 2006 (BST)&lt;br /&gt;
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=== Gem ===&lt;br /&gt;
I notice that the gem can be traded for three GPS units. Looking at the trade values for the two items ($1000 and $250, respectively), shouldn't it trade for four? If it trades for three, the trade value for the GPS unit is wrong. If it trades for four, then this page is wrong. Who should I believe? I'm so confused!--[[User:Wifey|Wifey]] 19:54, 15 May 2006 (BST)&lt;br /&gt;
:No, trading downward in the Trading Post is not a free service -- you need to pay a markup cost of 1 unit. (Trading up is free, except for roundoff costs.)  Read the text about the trader's markup costs (on the [[Trading]] page). When you want to '''buy''' a gem, you have to give up 4 GPS Units. When you want to '''sell''' a gem to buy GPS Units, offering a gem gives you 4-1 = 3 GPS Units, because the Trader has to make a profit. --[[User:Tycho44|Tycho44]] 21:09, 15 May 2006 (BST)&lt;br /&gt;
:'''Note:''' If you sell the Gem for Poison Darts first, you'll get 100-1 = 99 Darts. If you have an extra Dart lying around, then 100 Darts can be used at 25-1 to buy 4 GPS Units! Check out the [[Talk:Trading]] page if you would like to see the actual trade transaction numbers, rather than having to work them out from prices. (Not speaking the trader's language makes trading very uneconomical.) --[[User:Tycho44|Tycho44]] 21:09, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Charms and amulets ===&lt;br /&gt;
How reliable are the stated effects? Have they been verified with some sort of a statistical procedure or are they based on  casual observation and general &amp;quot;feeling&amp;quot;? If it's the latter I would prefer to see a question mark or something to show this. As it is now it seems as if they are a fact. --[[User:Oktavius|Oktavius]] 11:38, 5 January 2008 (UTC)&lt;br /&gt;
:I would more or less take them as a fact, I did statistical research with a couple of characters and I don't believe it's just luck. You may delete them if you feel like.&amp;lt;br /&amp;gt;&lt;br /&gt;
:Also, why hasn't anyone bothered asking Simon about this yet?&amp;lt;br /&amp;gt;&lt;br /&gt;
:About what is 100% sure in the research - the Tiger Tooth Charm. I've broken my cutlass nearly 4-5 times more than the usual and had about twice as much critical hits. The Parrot charm, which I tested by searching for first aid kits in outsider medical huts. I'm at least 95% sure about the rest. --[[User:Baliame|Baliame]] 12:21, 5 January 2008 (UTC)&lt;br /&gt;
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::I don't want to delete them. In fact I am glad that you devoted time to figure out what they do. I was only saying that a wiki visitor should know if they can trust these results or view them as possibilities or untested theories. That said, I hope you did not reach your conclusions after only, say, 50 AP. Sometimes you can get a lucky or unlucky streak with the RNG, but it does not correspond with long term probabilities. &lt;br /&gt;
::I think Simon is intentionally vague about them. --[[User:Oktavius|Oktavius]] 13:26, 5 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Smokey Crystal ===&lt;br /&gt;
I found an item in a trader's hut named 'Smokey Crystal' worth about 16 coins. I bought it simply because I could, but it's unusable as far as I know. Has anyone else found it or know what it does, if anything? --[[User:Gnauga|Gnauga]] 15:06, 22 February 2009 (UTC)&lt;br /&gt;
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== Inventory Limit ==&lt;br /&gt;
&lt;br /&gt;
I finally hit an inventory limit. ''You're carrying too much to be able to search. You need to drop or use something first.''&lt;br /&gt;
4 x banana, 1 x blunt machete, 2 x bottle of beer, 5 x bottle of water, 1 x crab, 4 x first aid kit, 2 x gold coin, 4 x gourd of water, 1 x gps unit [-70.376,26.301], 7 x knife, 14 x machete, 1 x mango, 4 x piece of driftwood, 1 x poison dart, 5 x rifle bullet, 8 x rifle (2), 1 x sharpening stone&lt;br /&gt;
At the minimimum this would mean an inventory size of 65 for a level 0 Soldier. If we are to assume that rifles take up 2 spaces, the size would be 73 (which is a weird number). This also presents an interesting situation where your greed for gold may very well impede your survival (if in fact a coin takes up 1 space). --[[User:Lint|Lint]] 19:12, 23 February 2006 (GMT)&lt;br /&gt;
:The (2) next to the rifle means that it is loaded with two bullets --[[User:Dr. J|Dr. J]]&lt;br /&gt;
::I know :P. I was just putting forth the possibility that firearms would count as 2 units of inventory space like in Urban Dead. --[[User:Lint|Lint]] 19:11, 26 February 2006 (GMT)&lt;br /&gt;
:After some trial and error (and baseless assumptions), I think that rifles and blowpipes (whether fully, partially or not loaded) take up 2 units of space. If this is true, the maximum inventory space is 75. Though the number of items I had when I could no longer search varied from 67 to 68, by following this rule, the values always added to 75. It also appears that there is not a check set in place to make sure that you don't exceed this limit with a new item you find. I dropped a rifle and was able to perform two more searches. I found a knife and a loaded blowpipe, presumably putting me 1 unit of space over the maximum. If one were to find a bundle of darts or a box of bullets, they could have well over the inventory limit. I'm not sure how I came to the number 73 before, but I may have accidentally missed recording an item. --[[User:Lint|Lint]] 19:08, 2 March 2006 (GMT)&lt;br /&gt;
:: Have we verified weather gold coins take up item spaces? My outsider can't drop his coins...--[[User:Grigoriy|Grigoriy]] 00:21, 3 March 2006 (GMT)&lt;br /&gt;
:: I seem to be able to drop coins now, and they do not take up any inventory space. --[[User:Grigoriy|Grigoriy]] 03:36, 7 March 2006 (GMT)&lt;br /&gt;
::: If that's the case, my recoded inventory sizes all come out to 71, I believe. --[[User:Lint|Lint]] 03:58, 7 March 2006 (GMT)&lt;br /&gt;
:::: Same here. --[[User:Grigoriy|Grigoriy]] 02:38, 13 March 2006 (GMT)&lt;br /&gt;
::::: The dust has cleared but Simon hasn't given us an (x/y) inventory indicator. Any chance of putting together a greasemonkey script to indicate current inventory? --[[User:Tycho44|Tycho44]] 19:20, 21 May 2006 (BST)&lt;br /&gt;
::::::Such a script has now been written. See ''[[The Shartak Wiki:Community Portal#Greasemonkey scripts]]''. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:55, 30 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Character class and search odds ==&lt;br /&gt;
I be a crazy sea dog or does character class has an effect on search/find rates? --[[User:El Pirata Cofresi|El Pirata Cofresi]] 18:04, 19 March 2006 (GMT)&lt;br /&gt;
:Maybe both. Yarrr! --[[User:Tycho44|Tycho44]] 19:20, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Style Guidelines ==&lt;br /&gt;
&lt;br /&gt;
* Removed AP costs from the item information. Unless it costs more than 1 AP to use an item, it probably isn't noteworthy. --[[User:Lint|Lint]] 01:34, 17 February 2006 (GMT)&lt;br /&gt;
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* Proposal to remove the names of classes that start with a specific item. This information is already available on the Character Classes page. --[[User:Lint|Lint]] 21:12, 19 February 2006 (GMT)&lt;br /&gt;
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* Removing the lists of what gold coins and gems are worth; belongs in [[Trade]]. --[[User:LouisB3|LouisB3]] 19:29, 19 May 2006 (BST)&lt;br /&gt;
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==Splitting this page up?==&lt;br /&gt;
Since linking directly to items does not work, and since this page is fairly long anyway, maybe it should be split into 4 pages? One for each of the four sections (ranged weapons, non-ranged weapons, healing, miscellaneous). That way if someone searches for &amp;quot;first aid kit&amp;quot; in the search box on the left of the page, they would end up on a page where they would instantly see the entry on First aid kit within the larger group of healing items, rather than this very long page. In principle I dont like theis idea myself, but it would seem to work better. [[User:Arminius|Arminius]] 01:36, 18 May 2006 (BST)&lt;br /&gt;
:Sure, although the page names are worth some effort to get right. Perhaps just &amp;quot;Weapons&amp;quot;, &amp;quot;Healing Items&amp;quot;, and &amp;quot;Other Items&amp;quot;? Ranged Weapons and Melee Weapons would also work, although Ranged Weapons is just Rifle+Bullet &amp;amp; Blowpipe+Dart at the moment, whereas Healing presumably includes Mangos, Bananas, Beer, Rum, Tasty Berries, FAKs, Herbs, Water, and even Poisonberries. Another possibility is to give each item its own page, so that the Items page limits itself to a sentence or two of crucial info. (The &amp;quot;Locations&amp;quot; page also needs this type of meta-attention.) --[[User:Tycho44|Tycho44]] 02:03, 18 May 2006 (BST)&lt;br /&gt;
::Those three pages - &amp;quot;Weapons&amp;quot;, &amp;quot;Healing Items&amp;quot;, and &amp;quot;Other Items&amp;quot; - sound like they'll get the job done. I'm not completely sold on splitting up the Ranged and Melee Weapons, but that can work as well. --[[User:Lint|Lint]] 02:38, 18 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Another option is to combine items like Knife/Dagger and simply adding a note for the differences between the items (mostly locations), since they're nearly identical. --[[User:LouisB3|LouisB3]] 19:27, 19 May 2006 (BST)&lt;br /&gt;
:I'd say not to combine them, since supposedly paired items have some quirky unlinkings already. For example, the Outsider Medical Hut has first aid kits and knives, while the Native Medical Hut has healing herbs and ... knives. Daggers appear to be are reserved for some future sacrificial altar usage. --[[User:Tycho44|Tycho44]] 19:23, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Anyone up to the task? Or is there more discussion necessary? :) --[[User:Lint|Lint]] 17:18, 22 May 2006 (BST)&lt;br /&gt;
:I may do it soon. I recommend moving some of the page to ''Weapons'', some to ''Healing items'', and some to ''Miscellaneous items'' (note the lowercase; I like Wikipedia's capitalization standards, if you haven't noticed). [[Items]] could then be moved to ''Item'' (since it wouldn't be a list any more) and become a brief description of inventory size and search odds, pointing users to the three &amp;quot;items&amp;quot; pages. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:36, 25 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Tiger Tooth Amulet ==&lt;br /&gt;
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Has anybody been able to confirm that these do anything or for that matter any other amulets? Are they sort of random loot like a gem? --[[User:Icommunsim|Icommunsim]] 17:20, 25 June 2006 (UTC)&lt;br /&gt;
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The tiger tooth amulet can also be found in the armory ruins east of Durham. [[User:Black Joe|Black Joe]] 11:06 10/23/06&lt;br /&gt;
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My pirate has a couple of amulets and seems to get a higher hit rate than my other characters - I can quite reliably hunt down a pirate PKer and finish them with a cutlass, something my native with his machete often struggles to do. --[[User:Gitboy|Less Than Lethal]] 17:07, 23 October 2006 (UTC)&lt;br /&gt;
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== Blunt knives.  ==&lt;br /&gt;
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My explorer was searching an outsider Medical hut. He has melee skills, but not bodybuilding. Anyway, near the end of my AP rope, I ended up with two blunt machetes and, surprisingly, a blunt knife. I checked and it showed that the damage was 1, the same as a standard knife. I clicked on my sharpening stone, and sharpened both machetes. Then, I clicked the stone again. It said &amp;quot;You sharpen your dagger,&amp;quot; and stacked it as a knife with my others. Why has this not been reported on the list? -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:34, 3 January 2007 (UTC)&lt;br /&gt;
::Typical. Regarding &amp;quot;You sharpen your dagger&amp;quot; - I checked, and rechecked, and still got the dagger/knife sharpening messages round the wrong way. Fixed. --[[User:Simon|Simon]] 23:32, 4 January 2007 (UTC)&lt;br /&gt;
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Blunt daggers have recently begun appearing in native med huts.  I think they're new to the game.--[[User:Black Joe|Black Joe]] 05:48, 4 January 2007 (UTC)&lt;br /&gt;
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They don't serve any purpose, though. There's no change in stats. All that might change would be trading value. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 17:11, 15 January 2007 (UTC)&lt;br /&gt;
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:If I got it right, you can't use them to write stuff on huts/trees/signs. --[[User:Simon|Simon]] 08:18, 16 January 2007 (UTC)&lt;br /&gt;
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== Shovels ==&lt;br /&gt;
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Well, with the new skill 'Digging' we can dig holes. But to dig any further, we need shovels. Any idea where we can find these? [[User:Ninjoc|Ninjoc]] 17:33, 8 March 2007 (UTC)&lt;br /&gt;
:Trade. That's how I first learned of shovels. Where can you find them? I have no idea. [[User:Axeman89|Axeman89]] 03:35, 9 March 2007 (UTC)&lt;br /&gt;
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[[Category:Research]]&lt;br /&gt;
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== Brewing results ==&lt;br /&gt;
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Has anyone brewed anything yet?  I haven't yet gotten any yeastweed to try out my new skill.  Given the [[Brewing]] suggestion written on the forums, I'm guessing there's a pretty long list of products possible.  I would suggest breaking them into their own section, separate from the existing [[Items#Consumables|Consumables]] list.  ...Hoping someone will share their research soon! -- [[User:Maunder|Maunder]] 11:57, 21 December 2009 (UTC)&lt;br /&gt;
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*Aside from taking a week to go storm Santa's Grotto, I've been spending all of my AP since brewing became available (about a month ago) searching for Yeastweed. And let me tell you, that stuff is hard to come by. So far, I've only managed to find two (one in Jungle, one in Swamp), and buy two. And since you need two to brew something, that means I've only been able to brew two things. It takes about a day for the brew to complete. First, I made a bottle of poisonous berry wine, which when drunk, causes you 12 damage. And just today I finished a bottle of apple cider, but I haven't drunken it yet. Also of note, I can't brew the bottle of pumpkin juice that Santa gave me before I murdered him. I guess pumpkins don't make good booze? Oh, and of course, you can't brew water, rum, or beer. Duh.--[[User:Stevenskistg|Stevenskistg]] 07:05, 6 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
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		<id>https://wiki.shartak.com/index.php?title=Talk:Items&amp;diff=21245</id>
		<title>Talk:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Items&amp;diff=21245"/>
		<updated>2010-01-07T18:26:40Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Breakage */&lt;/p&gt;
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&lt;div&gt;Cheers to danheretic, Tanarchy, and Lint for adding more info to the Items page! --[[User:Meatiershower|Meatiershower]] 14:14, 13 February 2006 (GMT)&lt;br /&gt;
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* Thanks!&amp;lt;br&amp;gt;I'm a little curious as to what Simon's intentions with the wiki are. Should we be striving towards documenting every single detail or leaving things a little vague? --[[User:Lint|Lint]] 21:10, 13 February 2006 (GMT)&lt;br /&gt;
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* Make it as vague or as detailed as you want. Information about locations of useful stuff is likely to be of interest to plenty of people ;) --[[User:Simon|Simon]] 21:14, 13 February 2006 (GMT)&lt;br /&gt;
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* Great! Was interested in adding some stuff, and have, but not sure how much was too much. Driftwood was one example. Luckily, someone with more courage than myself posted it already, lol. =] --[[User:Meatiershower|Meatiershower]] 21:52, 14 February 2006 (GMT)&lt;br /&gt;
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== Item Details ==&lt;br /&gt;
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* I see that Knife is listed as unknown base level and and damage.  I just signed up as a native (a warrior, I think).  I found a knife.  The hit percentage is 20% with a damage of 1.  Is that what people mean by the base level? [[User:Shades of Grey|Shades of Grey]] 09:25, 15 February 2006 (GMT)&lt;br /&gt;
::-Shades of Grey : I believe that is what should be listed. I found one and posted about the knife, but have not tried to use it yet. Post that info!--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)&lt;br /&gt;
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=== GPS ===&lt;br /&gt;
*Can someone who understands the GPS please explain exactly what the numbers mean? I have yet to make heads or tails from them...--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)&lt;br /&gt;
:: I've added some info to the [[Items]] page. --[[User:Dr. J|Dr. J]] 00:31, 16 February 2006 (GMT)&lt;br /&gt;
::: Thanks, Doc! What is the '70' and '26' for on the GPS? Do they never change? --[[User:Meatiershower|Meatiershower]] 15:10, 16 February 2006 (GMT)&lt;br /&gt;
:::: They are part of the coordinates. As to whether they change - that depends on how big Shartak is. --[[User:Dr. J|Dr. J]] 11:46, 17 February 2006 (GMT)&lt;br /&gt;
:::: I assume they are the notional lattitude and longitude of the island. 70E 26S is in the Indian Ocean, 70W 26N is NE of the Caribbean (70E 26N is in NW India and 70W 26S is in South America). --[[User:Richard Hawke-Welch|Richard Hawke-Welch]] 08:39, 20 February 2006 (GMT)&lt;br /&gt;
* Right, and exactly WHERE in the villages can you get one? --[[User:Motogrrl|Motogrrl ]] 02:16, 28 April 2006 (GMT)&lt;br /&gt;
**Now you can find them in the Medical Huts (2%?) as well as on the ground in the outsider villages. Trading posts often have them, too. --[[User:Tycho44|Tycho44]] 01:54, 18 May 2006 (BST)&lt;br /&gt;
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=== Searching ===&lt;br /&gt;
* I waded out into the Water with my Soldier and decided to search. Amid the multiple failed searches, I got one message: &amp;quot;You search and find a broken knife which you discard.&amp;quot; Was that a potential item that required a certain skill to use or just junk? --[[User:Lint|Lint]] 03:59, 20 February 2006 (GMT)&lt;br /&gt;
:* That appears to be a cue that nothing useful can be found in that terrain location. A bit less frustrating than clicking Search 75 times in a row to no avail. --[[User:Tycho44|Tycho44]] 19:16, 21 May 2006 (BST)&lt;br /&gt;
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=== Machetes ===&lt;br /&gt;
* Anyone know if sharp machetes ever get dull? --[[User:Jackel|Jackel]] 19:46, 23 February 2006 (GMT)&lt;br /&gt;
: I have had my machete since level 1 (now am level 8) and it hasn't gotten dull yet. --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)&lt;br /&gt;
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=== Dried Herbs ===&lt;br /&gt;
* I have some &amp;quot;dried herbs&amp;quot;. I don't find them in this wiki, and I haven't used them yet. Anyone know what they do? --[[User:Jackel|Jackel]] 20:36, 23 February 2006 (GMT) '''EDIT:''' Just tried using them got a message saying I didn't know how to use them. My guess is they are &amp;quot;healing herbs&amp;quot; and can only be used with the &amp;quot;Natural Medicine&amp;quot; skill--[[User:Jackel|Jackel]] 18:42, 24 February 2006 (GMT)&lt;br /&gt;
:: Which character did you find them with? If you were an outsider, maybe it's the &amp;quot;Native Knowledge&amp;quot; skill you require rather than &amp;quot;Natural Medicine&amp;quot;. I wonder what a first aid kit looks like to a native. --[[User:Lint|Lint]] 19:23, 24 February 2006 (GMT)&lt;br /&gt;
:::My outsider scientist has these. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)&lt;br /&gt;
::::&amp;quot;dried herbs&amp;quot; are the name for &amp;quot;healing herbs&amp;quot; when you don't have Native Knowledge. --[[User:Tycho44|Tycho44]] 01:55, 18 May 2006 (BST)&lt;br /&gt;
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=== Heavy Sword ===&lt;br /&gt;
* Who added the heavy sword? We should all take some time to figure out where you can reliablly find them -- [[User:Daylan|Daylan]] 19:58, 24 February 2006 (GMT)&lt;br /&gt;
:It was added by &amp;quot;Fitzcarraldo&amp;quot;. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)&lt;br /&gt;
::I am unfortunately not sure where I found it, it was found on the first day I tried shartak and I wasn't really paying attention, which is why I included the &amp;quot;(?)&amp;quot;. Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help figure out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:13, 26 February 2006 (GMT)&lt;br /&gt;
:Can someone post a screenshot of the heavy sword to verfiy its existence?  Has anyone else found it? --[[User:Gandhi|Gandhi]] 04:23, 27 February 2006 (GMT)&lt;br /&gt;
::wow, verification? ok, I understand. you can see it [http://img211.imageshack.us/img211/5835/shrtkheavyswordscrnsht060303b0.jpg here], just below the obfuscated gps coordinates. Again, I seriously have no idea where exactly it was I found it. It could have been in swamp or beach or jungle, or in town.. they were all in the vicinity, my best guess was jungle. :/ &lt;br /&gt;
::As an aside, It makes me wonder what other little treasures there are hidden away that are not very probable!? The mechanism involved could be more complicated than UD's, couldn't it? Maybe there are only so many active per number of players, or maybe it is found in 1 specific square, or in a specific quadrant of the map, or maybe it is actually class specific (fitzcarraldo is an explorer, outsider), or maybe it just has a probability of 0.01%, or maybe those finding them don't look in the wiki, or?? I really don't know. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 11:31, 3 March 2006 (GMT)&lt;br /&gt;
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:In case anyone was wondering - heavy swords do break. --[[User:Lint|Lint]] 23:25, 10 July 2006 (UTC)&lt;br /&gt;
::I'm wondering: how do you know? --[[User:Tycho44|Tycho44]] 01:11, 11 July 2006 (UTC)&lt;br /&gt;
:::/me whistles innocently. --[[User:Lint|Lint]] 02:21, 11 July 2006 (UTC)&lt;br /&gt;
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===Fungi?===&lt;br /&gt;
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I've heard on the forums of fungi. Thuis far the only info is that they deal 2 damage.&lt;br /&gt;
Also there is talk about them being found in the &amp;quot;fungi&amp;quot; squares of the caves.&lt;br /&gt;
Has anyone got further info on this? --[[User:Big Kahuuna|Big Kahuuna]] 07:34, 24 October 2008 (UTC)&lt;br /&gt;
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=== Other Stuff ===&lt;br /&gt;
:I couldn't see too many crazy items being out there, and even if they were they would make everything else pointless I mean why use a rifle(thats 5 dam,60% hit,1.5ap/shot[2ap to shot 1 ap to load],search ammo= about 2dam/ap not counting searching ammo) or blowpipe (thats 4 dam,20% hit, 2ap/shot[I think you have to reload after every shot],search ammo=.8dam/ap!!! not counting search and even if they poison as the name implys they still suck) vs the heavy sword(5 dam,45% hit=2.25 dam/ap can you say &amp;quot;makes other items pointless) after citing the suggestion guidelines page in the urban dead wiki &amp;quot;just cause its really rare doesn't mean people won't find it&amp;quot;. Now if you will excuse me I am going to make a suggestion on the item page to remove the heavy sword on the grounds that it makes the rifle, blowpipe and rifle skills absolutly useless(that ap you getting xp for those skills could have found you a uber sword of doom!) --[[User:Daylan|Daylan]] 23:20, 9 March 2006 (GMT)&lt;br /&gt;
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=== Breakage ===&lt;br /&gt;
* Has anyone had a weapon besides the cutlass break while attacking with it? --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)&lt;br /&gt;
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** Sure, my machetes keep breaking. --[[User:Tycho44|Tycho44]] 04:21, 22 April 2006 (BST)&lt;br /&gt;
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*** I believe that knives, daggers and wooden clubs break too; anything that can be used as a weapon apart from the blowpipe and rifle. And yes, the heavy sword too, can be broken. Sorry to spoil the fun being had above! --[[User:Rozen|Rozen]] 18:26, 7 January 2010 (UTC)&lt;br /&gt;
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=== Ideal Inventory? ===&lt;br /&gt;
&lt;br /&gt;
Just to throw out the question, what appears to be the ideal inventory for exploring the jungle?&lt;br /&gt;
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* 2 x Machete&lt;br /&gt;
** Need 2 just in case the main one breaks mid-fight&lt;br /&gt;
** If you're a Pirate, replace Machete with Cutlass&lt;br /&gt;
* 1 x Sharpening stone&lt;br /&gt;
** In case your machete blade becomes dull&lt;br /&gt;
* 1 x Heavy Sword&lt;br /&gt;
** If you can find one, since much better than Machete&lt;br /&gt;
** No-one confirmed where these can be found yet, only 4 or 5 known to exist so far.&lt;br /&gt;
* 7 x First Aid Kit&lt;br /&gt;
** When combined with First Aid/Natural Medicine skill, 7 are enough to heal 70HP and bring you back from the point of dying to full health&lt;br /&gt;
** Use Healing Herbs if native since Natural Medicine only seems to work with Herbs and not FAK.&lt;br /&gt;
* GPS&lt;br /&gt;
** So you don't get too lost, particularly if using Firefox + Greasemonkey scripts such as UBERmapper&lt;br /&gt;
** If native, requires Outsider Knowledge skill.&lt;br /&gt;
* As many Gold Coins as possible&lt;br /&gt;
** They don't appear to use as much inventory space as everything else&lt;br /&gt;
** You can use these to trade for extra supplies at camps&lt;br /&gt;
* 3-4 x Rifle + many Rifle Bullets&lt;br /&gt;
** If Soldier, can get skills to boost accuracy to 60% which may work better than machete&lt;br /&gt;
** If native warrior, replace Rifle + Bullets with Blowpipe + Poison Darts, same reasoning&lt;br /&gt;
** Multiple rifles/blowpipes mean you can avoid having to reload mid-fight&lt;br /&gt;
** Each one can be loaded to allow extra ammunition to be carried since an empty rifle uses as much space as a loaded one.&lt;br /&gt;
&lt;br /&gt;
--[[User:Snarf|Snarf]] 09:12, 5 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:A rifle holding up to two bullets occupies the same space as two bullets, so simply replace all rifle bullets with fully loaded rifles. Since rifles' sole virtue is the initial barrage of bullets (damage/AP is inferior to ideal machete when factoring in reloads and searching for ammo), only bother carrying what one needs for killing the toughest possible enemy (a pirate with stamina) - about 15 rifles. The stones are unnecessary especially now that traders pay more for rare - that is, blunt - items; just use your spare blade. Carry a knife to write. That leaves about 35 slots open for FAKs or herbs, allowing one to stay out in the wilderness safely for very long periods of time, even if healing others along the way. --[[User:LouisB3|LouisB3]] 22:03, 30 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
I notice that the gem can be traded for three GPS units. Looking at the trade values for the two items ($1000 and $250, respectively), shouldn't it trade for four? If it trades for three, the trade value for the GPS unit is wrong. If it trades for four, then this page is wrong. Who should I believe? I'm so confused!--[[User:Wifey|Wifey]] 19:54, 15 May 2006 (BST)&lt;br /&gt;
:No, trading downward in the Trading Post is not a free service -- you need to pay a markup cost of 1 unit. (Trading up is free, except for roundoff costs.)  Read the text about the trader's markup costs (on the [[Trading]] page). When you want to '''buy''' a gem, you have to give up 4 GPS Units. When you want to '''sell''' a gem to buy GPS Units, offering a gem gives you 4-1 = 3 GPS Units, because the Trader has to make a profit. --[[User:Tycho44|Tycho44]] 21:09, 15 May 2006 (BST)&lt;br /&gt;
:'''Note:''' If you sell the Gem for Poison Darts first, you'll get 100-1 = 99 Darts. If you have an extra Dart lying around, then 100 Darts can be used at 25-1 to buy 4 GPS Units! Check out the [[Talk:Trading]] page if you would like to see the actual trade transaction numbers, rather than having to work them out from prices. (Not speaking the trader's language makes trading very uneconomical.) --[[User:Tycho44|Tycho44]] 21:09, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Charms and amulets ===&lt;br /&gt;
How reliable are the stated effects? Have they been verified with some sort of a statistical procedure or are they based on  casual observation and general &amp;quot;feeling&amp;quot;? If it's the latter I would prefer to see a question mark or something to show this. As it is now it seems as if they are a fact. --[[User:Oktavius|Oktavius]] 11:38, 5 January 2008 (UTC)&lt;br /&gt;
:I would more or less take them as a fact, I did statistical research with a couple of characters and I don't believe it's just luck. You may delete them if you feel like.&amp;lt;br /&amp;gt;&lt;br /&gt;
:Also, why hasn't anyone bothered asking Simon about this yet?&amp;lt;br /&amp;gt;&lt;br /&gt;
:About what is 100% sure in the research - the Tiger Tooth Charm. I've broken my cutlass nearly 4-5 times more than the usual and had about twice as much critical hits. The Parrot charm, which I tested by searching for first aid kits in outsider medical huts. I'm at least 95% sure about the rest. --[[User:Baliame|Baliame]] 12:21, 5 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I don't want to delete them. In fact I am glad that you devoted time to figure out what they do. I was only saying that a wiki visitor should know if they can trust these results or view them as possibilities or untested theories. That said, I hope you did not reach your conclusions after only, say, 50 AP. Sometimes you can get a lucky or unlucky streak with the RNG, but it does not correspond with long term probabilities. &lt;br /&gt;
::I think Simon is intentionally vague about them. --[[User:Oktavius|Oktavius]] 13:26, 5 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Smokey Crystal ===&lt;br /&gt;
I found an item in a trader's hut named 'Smokey Crystal' worth about 16 coins. I bought it simply because I could, but it's unusable as far as I know. Has anyone else found it or know what it does, if anything? --[[User:Gnauga|Gnauga]] 15:06, 22 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Inventory Limit ==&lt;br /&gt;
&lt;br /&gt;
I finally hit an inventory limit. ''You're carrying too much to be able to search. You need to drop or use something first.''&lt;br /&gt;
4 x banana, 1 x blunt machete, 2 x bottle of beer, 5 x bottle of water, 1 x crab, 4 x first aid kit, 2 x gold coin, 4 x gourd of water, 1 x gps unit [-70.376,26.301], 7 x knife, 14 x machete, 1 x mango, 4 x piece of driftwood, 1 x poison dart, 5 x rifle bullet, 8 x rifle (2), 1 x sharpening stone&lt;br /&gt;
At the minimimum this would mean an inventory size of 65 for a level 0 Soldier. If we are to assume that rifles take up 2 spaces, the size would be 73 (which is a weird number). This also presents an interesting situation where your greed for gold may very well impede your survival (if in fact a coin takes up 1 space). --[[User:Lint|Lint]] 19:12, 23 February 2006 (GMT)&lt;br /&gt;
:The (2) next to the rifle means that it is loaded with two bullets --[[User:Dr. J|Dr. J]]&lt;br /&gt;
::I know :P. I was just putting forth the possibility that firearms would count as 2 units of inventory space like in Urban Dead. --[[User:Lint|Lint]] 19:11, 26 February 2006 (GMT)&lt;br /&gt;
:After some trial and error (and baseless assumptions), I think that rifles and blowpipes (whether fully, partially or not loaded) take up 2 units of space. If this is true, the maximum inventory space is 75. Though the number of items I had when I could no longer search varied from 67 to 68, by following this rule, the values always added to 75. It also appears that there is not a check set in place to make sure that you don't exceed this limit with a new item you find. I dropped a rifle and was able to perform two more searches. I found a knife and a loaded blowpipe, presumably putting me 1 unit of space over the maximum. If one were to find a bundle of darts or a box of bullets, they could have well over the inventory limit. I'm not sure how I came to the number 73 before, but I may have accidentally missed recording an item. --[[User:Lint|Lint]] 19:08, 2 March 2006 (GMT)&lt;br /&gt;
:: Have we verified weather gold coins take up item spaces? My outsider can't drop his coins...--[[User:Grigoriy|Grigoriy]] 00:21, 3 March 2006 (GMT)&lt;br /&gt;
:: I seem to be able to drop coins now, and they do not take up any inventory space. --[[User:Grigoriy|Grigoriy]] 03:36, 7 March 2006 (GMT)&lt;br /&gt;
::: If that's the case, my recoded inventory sizes all come out to 71, I believe. --[[User:Lint|Lint]] 03:58, 7 March 2006 (GMT)&lt;br /&gt;
:::: Same here. --[[User:Grigoriy|Grigoriy]] 02:38, 13 March 2006 (GMT)&lt;br /&gt;
::::: The dust has cleared but Simon hasn't given us an (x/y) inventory indicator. Any chance of putting together a greasemonkey script to indicate current inventory? --[[User:Tycho44|Tycho44]] 19:20, 21 May 2006 (BST)&lt;br /&gt;
::::::Such a script has now been written. See ''[[The Shartak Wiki:Community Portal#Greasemonkey scripts]]''. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:55, 30 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Character class and search odds ==&lt;br /&gt;
I be a crazy sea dog or does character class has an effect on search/find rates? --[[User:El Pirata Cofresi|El Pirata Cofresi]] 18:04, 19 March 2006 (GMT)&lt;br /&gt;
:Maybe both. Yarrr! --[[User:Tycho44|Tycho44]] 19:20, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Style Guidelines ==&lt;br /&gt;
&lt;br /&gt;
* Removed AP costs from the item information. Unless it costs more than 1 AP to use an item, it probably isn't noteworthy. --[[User:Lint|Lint]] 01:34, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Proposal to remove the names of classes that start with a specific item. This information is already available on the Character Classes page. --[[User:Lint|Lint]] 21:12, 19 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Removing the lists of what gold coins and gems are worth; belongs in [[Trade]]. --[[User:LouisB3|LouisB3]] 19:29, 19 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Splitting this page up?==&lt;br /&gt;
Since linking directly to items does not work, and since this page is fairly long anyway, maybe it should be split into 4 pages? One for each of the four sections (ranged weapons, non-ranged weapons, healing, miscellaneous). That way if someone searches for &amp;quot;first aid kit&amp;quot; in the search box on the left of the page, they would end up on a page where they would instantly see the entry on First aid kit within the larger group of healing items, rather than this very long page. In principle I dont like theis idea myself, but it would seem to work better. [[User:Arminius|Arminius]] 01:36, 18 May 2006 (BST)&lt;br /&gt;
:Sure, although the page names are worth some effort to get right. Perhaps just &amp;quot;Weapons&amp;quot;, &amp;quot;Healing Items&amp;quot;, and &amp;quot;Other Items&amp;quot;? Ranged Weapons and Melee Weapons would also work, although Ranged Weapons is just Rifle+Bullet &amp;amp; Blowpipe+Dart at the moment, whereas Healing presumably includes Mangos, Bananas, Beer, Rum, Tasty Berries, FAKs, Herbs, Water, and even Poisonberries. Another possibility is to give each item its own page, so that the Items page limits itself to a sentence or two of crucial info. (The &amp;quot;Locations&amp;quot; page also needs this type of meta-attention.) --[[User:Tycho44|Tycho44]] 02:03, 18 May 2006 (BST)&lt;br /&gt;
::Those three pages - &amp;quot;Weapons&amp;quot;, &amp;quot;Healing Items&amp;quot;, and &amp;quot;Other Items&amp;quot; - sound like they'll get the job done. I'm not completely sold on splitting up the Ranged and Melee Weapons, but that can work as well. --[[User:Lint|Lint]] 02:38, 18 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Another option is to combine items like Knife/Dagger and simply adding a note for the differences between the items (mostly locations), since they're nearly identical. --[[User:LouisB3|LouisB3]] 19:27, 19 May 2006 (BST)&lt;br /&gt;
:I'd say not to combine them, since supposedly paired items have some quirky unlinkings already. For example, the Outsider Medical Hut has first aid kits and knives, while the Native Medical Hut has healing herbs and ... knives. Daggers appear to be are reserved for some future sacrificial altar usage. --[[User:Tycho44|Tycho44]] 19:23, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Anyone up to the task? Or is there more discussion necessary? :) --[[User:Lint|Lint]] 17:18, 22 May 2006 (BST)&lt;br /&gt;
:I may do it soon. I recommend moving some of the page to ''Weapons'', some to ''Healing items'', and some to ''Miscellaneous items'' (note the lowercase; I like Wikipedia's capitalization standards, if you haven't noticed). [[Items]] could then be moved to ''Item'' (since it wouldn't be a list any more) and become a brief description of inventory size and search odds, pointing users to the three &amp;quot;items&amp;quot; pages. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:36, 25 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tiger Tooth Amulet ==&lt;br /&gt;
&lt;br /&gt;
Has anybody been able to confirm that these do anything or for that matter any other amulets? Are they sort of random loot like a gem? --[[User:Icommunsim|Icommunsim]] 17:20, 25 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
The tiger tooth amulet can also be found in the armory ruins east of Durham. [[User:Black Joe|Black Joe]] 11:06 10/23/06&lt;br /&gt;
&lt;br /&gt;
My pirate has a couple of amulets and seems to get a higher hit rate than my other characters - I can quite reliably hunt down a pirate PKer and finish them with a cutlass, something my native with his machete often struggles to do. --[[User:Gitboy|Less Than Lethal]] 17:07, 23 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blunt knives.  ==&lt;br /&gt;
&lt;br /&gt;
My explorer was searching an outsider Medical hut. He has melee skills, but not bodybuilding. Anyway, near the end of my AP rope, I ended up with two blunt machetes and, surprisingly, a blunt knife. I checked and it showed that the damage was 1, the same as a standard knife. I clicked on my sharpening stone, and sharpened both machetes. Then, I clicked the stone again. It said &amp;quot;You sharpen your dagger,&amp;quot; and stacked it as a knife with my others. Why has this not been reported on the list? -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:34, 3 January 2007 (UTC)&lt;br /&gt;
::Typical. Regarding &amp;quot;You sharpen your dagger&amp;quot; - I checked, and rechecked, and still got the dagger/knife sharpening messages round the wrong way. Fixed. --[[User:Simon|Simon]] 23:32, 4 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Blunt daggers have recently begun appearing in native med huts.  I think they're new to the game.--[[User:Black Joe|Black Joe]] 05:48, 4 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
They don't serve any purpose, though. There's no change in stats. All that might change would be trading value. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 17:11, 15 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If I got it right, you can't use them to write stuff on huts/trees/signs. --[[User:Simon|Simon]] 08:18, 16 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shovels ==&lt;br /&gt;
&lt;br /&gt;
Well, with the new skill 'Digging' we can dig holes. But to dig any further, we need shovels. Any idea where we can find these? [[User:Ninjoc|Ninjoc]] 17:33, 8 March 2007 (UTC)&lt;br /&gt;
:Trade. That's how I first learned of shovels. Where can you find them? I have no idea. [[User:Axeman89|Axeman89]] 03:35, 9 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;br /&gt;
&lt;br /&gt;
== Brewing results ==&lt;br /&gt;
&lt;br /&gt;
Has anyone brewed anything yet?  I haven't yet gotten any yeastweed to try out my new skill.  Given the [[Brewing]] suggestion written on the forums, I'm guessing there's a pretty long list of products possible.  I would suggest breaking them into their own section, separate from the existing [[Items#Consumables|Consumables]] list.  ...Hoping someone will share their research soon! -- [[User:Maunder|Maunder]] 11:57, 21 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Aside from taking a week to go storm Santa's Grotto, I've been spending all of my AP since brewing became available (about a month ago) searching for Yeastweed. And let me tell you, that stuff is hard to come by. So far, I've only managed to find two (one in Jungle, one in Swamp), and buy two. And since you need two to brew something, that means I've only been able to brew two things. It takes about a day for the brew to complete. First, I made a bottle of poisonous berry wine, which when drunk, causes you 12 damage. And just today I finished a bottle of apple cider, but I haven't drunken it yet. Also of note, I can't brew the bottle of pumpkin juice that Santa gave me before I murdered him. I guess pumpkins don't make good booze? Oh, and of course, you can't brew water, rum, or beer. Duh.--[[User:Stevenskistg|Stevenskistg]] 07:05, 6 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21236</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=21236"/>
		<updated>2010-01-04T15:44:29Z</updated>

		<summary type="html">&lt;p&gt;Rozen: Cleaning House and Building A New House.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox_test|&lt;br /&gt;
clan_name=2nd Derby Privateers|&lt;br /&gt;
official_id=101|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Alestorm2ndPrivateers.jpg|300px]]|&lt;br /&gt;
clan_leaders={{profile|4949|RobZombie}}|&lt;br /&gt;
clan_membership={{profile|4949|RobZombie}}|&lt;br /&gt;
clan_goals=Professional Police Force/Drunken Armed Thugs, set to defend the town from PKers, organised invastion and constitutional sobriety.|&lt;br /&gt;
clan_recruit=Everyone with a healthy appreciation of alcoholism and no (major) outstanding criminal warrants are welcome.|&lt;br /&gt;
clan_contact={{profile|4949|RobZombie}}||&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Here's How It Was ==&lt;br /&gt;
&lt;br /&gt;
A long, long time ago, in an empty hut not too far away, a couple of odd hunters got together and decided they'd had enough of being killed by Outsider murderers, and Native headhunters. They formed a clan the likes of which Shartak had seen many times before; do-gooder have-a-go heroes, but with a difference. They aligned thenselves with healers, mercenaries and traders, and together, put Derby on the map for good. &lt;br /&gt;
&lt;br /&gt;
But the golden age of the '''[[Eastern Federation]]''' was all too short. Despite fending off countless murderers and several Native raiding parties, the Derbian powerhouse known as the '''[[Eastern Federation]]''' began to crumble under it's own weight and off-island pressures. Some stayed behind, scattered by the four winds, and others simply faded into obscurity and memory, seldom returning to the eyes of the people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perhaps those days are now. But perhaps those days are gone, and new heroes, legends in the making, are just waiting in the wings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Here's How It Is ==&lt;br /&gt;
&lt;br /&gt;
The world needs heroes. Not all the time, not anymore, and maybe they don't even know it, but by Shartak they need them to be there when they need them!&lt;br /&gt;
&lt;br /&gt;
If you're a fan of;&lt;br /&gt;
*Casual Roleplaying&lt;br /&gt;
*Reasonably-Organised Chaos&lt;br /&gt;
*Killing Things&lt;br /&gt;
*Sometimes Healing Things&lt;br /&gt;
*Gold&lt;br /&gt;
Then you might do well to join a clan. Maybe even this one.&lt;br /&gt;
&lt;br /&gt;
== Here's What Could Happen ==&lt;br /&gt;
&lt;br /&gt;
'''Hitting The Small Time:'''&lt;br /&gt;
*The 2nd Privateers remain a small group, policing the mean streets of Derby from internal threats and hanging out in various bars when they should be policing the mean streets of Derby from internal threats.&lt;br /&gt;
*We would maintain an unofficial 'Wanted List' of PKers who aren't welcome in Derbian lands, and react accordingly to thier presence within them. Which is to say, 'kill them until dead'.&lt;br /&gt;
*Wages would be small, paid out of the back of {{profile|4949|RobZombie}}'s pocket, around the region of 5 coins every so often.&lt;br /&gt;
&lt;br /&gt;
'''Striking It Lucky:'''&lt;br /&gt;
*The 2nd Privateers gain enough members to branch out into free healing, inter-settlement trade and bigger roleplaying projects, such as local news and competetive events, while still offering it's protection as a law-enforcement agency.&lt;br /&gt;
*We would maintain and update a real 'Wanted List' of PKers, perhaps even island-wide ones, and not just those wanted in Derby. As well as this, there could be trade and medical care for the people of Derby. For a clan of this size, say, 5-10, there would be the potential need for a dedicated off-site forum.&lt;br /&gt;
*Wages would be a little larger, to the tune of 10 gold coins, paid for by trading and handed out fairly regularly.&lt;br /&gt;
&lt;br /&gt;
'''The Big Time:'''&lt;br /&gt;
*If the 2nd Privateers become another Derbian institution, like the [[Eastern Federation]], then we can take on many of thier abandoned international roles and projects, and even go into new ones. We're talking political clout, people.&lt;br /&gt;
*Such projects included but were not limited to; &lt;br /&gt;
**The [[Derby Academy]], once run by the [[Derby Hospitallers]]&lt;br /&gt;
**[[The Hanged Misfit]], run by old EF member RoadWorkBob.&lt;br /&gt;
**The [[Derby Hospital]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Pharmacy]], once run by the Hospitallers&lt;br /&gt;
**The [[Derby Evening Press]], Derby's newspaper, a team-effort.&lt;br /&gt;
*Wages would match proformance and standing within the clan, and on how much money is brough in from far away trade. In the old days of the 1st Privateers, wages plus bonuses could be as much as 100 gold coins for outstanding wiki-work and settlement defense.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Alestorm2ndPrivateers.jpg&amp;diff=21235</id>
		<title>File:Alestorm2ndPrivateers.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Alestorm2ndPrivateers.jpg&amp;diff=21235"/>
		<updated>2010-01-04T14:50:32Z</updated>

		<summary type="html">&lt;p&gt;Rozen: Logo for new Privateers clan.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Logo for new Privateers clan.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=18207</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=18207"/>
		<updated>2008-06-12T07:57:04Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=1st Derby Privateers|&lt;br /&gt;
official_id=101|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=http://www.burningsea.com/images/developer/girby/flagcontest/malta.png|&lt;br /&gt;
clan_leaders=[[User:RobZombie|RobZombie]] - Captain, [[User:Cthulhu|Cthulhu]] - First Mate and {{profile|6143|ReikoLJ}} - Master Sergeant|&lt;br /&gt;
clan_membership=See the list|&lt;br /&gt;
clan_goals=To defend and improve Derby, trading, policing and a bit of roading are part of this.|&lt;br /&gt;
clan_recruit=Ask [[User:RobZombie|RobZombie]] in game or in the discussion of this wiki, or the Eastern Federation forum|&lt;br /&gt;
clan_contact=[http://z3.invisionfree.com/Derby/index.php Derby Forum]|&lt;br /&gt;
sort_as=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Proud members of the Eastern Federation'''&lt;br /&gt;
&lt;br /&gt;
We stand for Truth, Justice, Reasonably Priced Love And A Hard Boiled Egg!&lt;br /&gt;
&lt;br /&gt;
''Now with new clan song!''&lt;br /&gt;
&lt;br /&gt;
Captain Zombie was a pirate once, and a damn good one. Doing his heroic tales a severe unjustice, we will skip to more recent times. He was such a good pirate that the English had him exiled from the world, to live his life on Shartak. Why? So he didn't piss off the French and cause ANOTHER war, that's why. &lt;br /&gt;
&lt;br /&gt;
For many months he wandered the jungle, until he found Derby. The place was peaceful...until the gunshots split the night. There were no guardians of Derby! No police? He wrote to Queen Lizzy and asked for funding to start up this colonial police force, he received it and quickly formed the Derby Privateers, enemy of the murderers and allies of the peace. &lt;br /&gt;
&lt;br /&gt;
The freelance guardians of Derby soon joined him, followed by the new lads and lasses off the boats and soon the Privateers grew in number to become a truly powerful force. The Privateers allied with the [[Derby Hospitallers]], [[Colonial Police]] and other police clans and soon they were recognized as being 'one of the lads' in police clan terms. Now, after months of 'Cold War' with half of York, they're getting involved in the New York Alliance.&lt;br /&gt;
&lt;br /&gt;
*CLAN POLICY ON DISCUSSION PAGE&lt;br /&gt;
&lt;br /&gt;
==Wages==&lt;br /&gt;
Every month, Privateers are owed a wage of between ten and twenty gold coins, depending on the padded/unpadded status of the Privateer collective wallet. That being, Rob's good burning-money.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
Our Head Quarters is located a little south west of the Derby Ammo Hut and a little north east of the Medical Hut in the top-left corner of Derby proper. Usually there's a sign, but some scrote may have tagged over it, with the same tag they've used on every other building...&lt;br /&gt;
&lt;br /&gt;
===Recruitment===&lt;br /&gt;
&lt;br /&gt;
To clarify, the duties of a Privateer change from day to day. One day, you can hunt for PKers, the next, you can load your gun, then go trade stuff. Then sit on your ass for a while if you can't find anyone. Do what you like, but uphold the law, kill some baddies, support the EF and drink some rum. Hmmmm...rum...if you dont have any of this uber-manly drink, then water is acceptable, if you dont make a habbit of it.&lt;br /&gt;
&lt;br /&gt;
==Shout!==&lt;br /&gt;
We want more recruits! We want more jobs! Dont be afraid to join the ranks of the forum for insider-info or to bring new jobs to our attention.&lt;br /&gt;
&lt;br /&gt;
== The Crewmen ==&lt;br /&gt;
* Contact us at the forum or around town - thats how you'll be officially recognized. &lt;br /&gt;
&lt;br /&gt;
*All members, from the Mates to the Corporals, have an equal voice in the clan. Your ideas will be taken seriously!&lt;br /&gt;
&lt;br /&gt;
'''Privateer's Captain''' - [[User:RobZombie|RobZombie]] - Also Lanlord of Derby Tavern (The Trader's Hut)&lt;br /&gt;
&lt;br /&gt;
'''Captain's Hard Rockin' First Mate''' - [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
'''Hard Rockin' Master Sergeant''' - {{profile|6143|ReikoLJ}}&lt;br /&gt;
&lt;br /&gt;
Hard Rockin' Mates:&lt;br /&gt;
&lt;br /&gt;
{{profile|4131|Guildmaster}} - Stood down from 2nd in command position, with Honours&lt;br /&gt;
&lt;br /&gt;
Sergeant at Arms - [[User:Elegost55|Elegost55]] - Also high-ranking in the Derby Rangers&lt;br /&gt;
&lt;br /&gt;
Sergeant - [[User:Tom Failur|Tommy Atkins]]&lt;br /&gt;
&lt;br /&gt;
Sergeant - {{profile|8538|Greta Van Hausen}}&lt;br /&gt;
&lt;br /&gt;
Trade Sergeant (Currently we need a replacement) - {{profile|1910|G3N}} - Used to pay all our wages, went inactive and left us nearly two grand!&lt;br /&gt;
&lt;br /&gt;
==KOS Listings - Criminals, Pkers &amp;amp; Aggressors==&lt;br /&gt;
Please follow the link [http://z3.invisionfree.com/Derby/index.php?showtopic=5 here], to the public listings on the Derby forum. You shall find it more up to date with current events. [[User:Cthulhu|Cthulhu]] &lt;br /&gt;
&lt;br /&gt;
==Alliances/Friendlies==&lt;br /&gt;
* '''[[Eastern Federation]]''' - Our allies in the [[Derby Hospitallers]], [[Derby Rangers]], [[The Octavius Popebury Memorial Expedition of 1886]], [[Greenwolves]] and whoever else we're with in the Federation! &lt;br /&gt;
* '''[[Durham Pistoleers]]''' - A fellow police force, and a pro-pirate one. - (Disbanded)&lt;br /&gt;
* '''[[Mercenary's Guild]]''' - Contract killers who can hold their drink as good as any pirate. Don't kill them unless you know why they kill. Shame they disbanded. Still, ex Mercs have a home in Derby, whenever they should need it. - (Disbanded)&lt;br /&gt;
* '''[[York Coalition]] - No wiki page. Basically, organized York Clans.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=18206</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=18206"/>
		<updated>2008-06-12T07:56:44Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=1st Derby Privateers|&lt;br /&gt;
official_id=101|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=http:http://www.burningsea.com/images/developer/girby/flagcontest/malta.png|&lt;br /&gt;
clan_leaders=[[User:RobZombie|RobZombie]] - Captain, [[User:Cthulhu|Cthulhu]] - First Mate and {{profile|6143|ReikoLJ}} - Master Sergeant|&lt;br /&gt;
clan_membership=See the list|&lt;br /&gt;
clan_goals=To defend and improve Derby, trading, policing and a bit of roading are part of this.|&lt;br /&gt;
clan_recruit=Ask [[User:RobZombie|RobZombie]] in game or in the discussion of this wiki, or the Eastern Federation forum|&lt;br /&gt;
clan_contact=[http://z3.invisionfree.com/Derby/index.php Derby Forum]|&lt;br /&gt;
sort_as=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Proud members of the Eastern Federation'''&lt;br /&gt;
&lt;br /&gt;
We stand for Truth, Justice, Reasonably Priced Love And A Hard Boiled Egg!&lt;br /&gt;
&lt;br /&gt;
''Now with new clan song!''&lt;br /&gt;
&lt;br /&gt;
Captain Zombie was a pirate once, and a damn good one. Doing his heroic tales a severe unjustice, we will skip to more recent times. He was such a good pirate that the English had him exiled from the world, to live his life on Shartak. Why? So he didn't piss off the French and cause ANOTHER war, that's why. &lt;br /&gt;
&lt;br /&gt;
For many months he wandered the jungle, until he found Derby. The place was peaceful...until the gunshots split the night. There were no guardians of Derby! No police? He wrote to Queen Lizzy and asked for funding to start up this colonial police force, he received it and quickly formed the Derby Privateers, enemy of the murderers and allies of the peace. &lt;br /&gt;
&lt;br /&gt;
The freelance guardians of Derby soon joined him, followed by the new lads and lasses off the boats and soon the Privateers grew in number to become a truly powerful force. The Privateers allied with the [[Derby Hospitallers]], [[Colonial Police]] and other police clans and soon they were recognized as being 'one of the lads' in police clan terms. Now, after months of 'Cold War' with half of York, they're getting involved in the New York Alliance.&lt;br /&gt;
&lt;br /&gt;
*CLAN POLICY ON DISCUSSION PAGE&lt;br /&gt;
&lt;br /&gt;
==Wages==&lt;br /&gt;
Every month, Privateers are owed a wage of between ten and twenty gold coins, depending on the padded/unpadded status of the Privateer collective wallet. That being, Rob's good burning-money.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
Our Head Quarters is located a little south west of the Derby Ammo Hut and a little north east of the Medical Hut in the top-left corner of Derby proper. Usually there's a sign, but some scrote may have tagged over it, with the same tag they've used on every other building...&lt;br /&gt;
&lt;br /&gt;
===Recruitment===&lt;br /&gt;
&lt;br /&gt;
To clarify, the duties of a Privateer change from day to day. One day, you can hunt for PKers, the next, you can load your gun, then go trade stuff. Then sit on your ass for a while if you can't find anyone. Do what you like, but uphold the law, kill some baddies, support the EF and drink some rum. Hmmmm...rum...if you dont have any of this uber-manly drink, then water is acceptable, if you dont make a habbit of it.&lt;br /&gt;
&lt;br /&gt;
==Shout!==&lt;br /&gt;
We want more recruits! We want more jobs! Dont be afraid to join the ranks of the forum for insider-info or to bring new jobs to our attention.&lt;br /&gt;
&lt;br /&gt;
== The Crewmen ==&lt;br /&gt;
* Contact us at the forum or around town - thats how you'll be officially recognized. &lt;br /&gt;
&lt;br /&gt;
*All members, from the Mates to the Corporals, have an equal voice in the clan. Your ideas will be taken seriously!&lt;br /&gt;
&lt;br /&gt;
'''Privateer's Captain''' - [[User:RobZombie|RobZombie]] - Also Lanlord of Derby Tavern (The Trader's Hut)&lt;br /&gt;
&lt;br /&gt;
'''Captain's Hard Rockin' First Mate''' - [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
'''Hard Rockin' Master Sergeant''' - {{profile|6143|ReikoLJ}}&lt;br /&gt;
&lt;br /&gt;
Hard Rockin' Mates:&lt;br /&gt;
&lt;br /&gt;
{{profile|4131|Guildmaster}} - Stood down from 2nd in command position, with Honours&lt;br /&gt;
&lt;br /&gt;
Sergeant at Arms - [[User:Elegost55|Elegost55]] - Also high-ranking in the Derby Rangers&lt;br /&gt;
&lt;br /&gt;
Sergeant - [[User:Tom Failur|Tommy Atkins]]&lt;br /&gt;
&lt;br /&gt;
Sergeant - {{profile|8538|Greta Van Hausen}}&lt;br /&gt;
&lt;br /&gt;
Trade Sergeant (Currently we need a replacement) - {{profile|1910|G3N}} - Used to pay all our wages, went inactive and left us nearly two grand!&lt;br /&gt;
&lt;br /&gt;
==KOS Listings - Criminals, Pkers &amp;amp; Aggressors==&lt;br /&gt;
Please follow the link [http://z3.invisionfree.com/Derby/index.php?showtopic=5 here], to the public listings on the Derby forum. You shall find it more up to date with current events. [[User:Cthulhu|Cthulhu]] &lt;br /&gt;
&lt;br /&gt;
==Alliances/Friendlies==&lt;br /&gt;
* '''[[Eastern Federation]]''' - Our allies in the [[Derby Hospitallers]], [[Derby Rangers]], [[The Octavius Popebury Memorial Expedition of 1886]], [[Greenwolves]] and whoever else we're with in the Federation! &lt;br /&gt;
* '''[[Durham Pistoleers]]''' - A fellow police force, and a pro-pirate one. - (Disbanded)&lt;br /&gt;
* '''[[Mercenary's Guild]]''' - Contract killers who can hold their drink as good as any pirate. Don't kill them unless you know why they kill. Shame they disbanded. Still, ex Mercs have a home in Derby, whenever they should need it. - (Disbanded)&lt;br /&gt;
* '''[[York Coalition]] - No wiki page. Basically, organized York Clans.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=18205</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=18205"/>
		<updated>2008-06-12T07:53:57Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=1st Derby Privateers|&lt;br /&gt;
official_id=101|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=http://www.running-wild.de/images/rwnet_adrian.gif|&lt;br /&gt;
clan_leaders=[[User:RobZombie|RobZombie]] - Captain, [[User:Cthulhu|Cthulhu]] - First Mate and {{profile|6143|ReikoLJ}} - Master Sergeant|&lt;br /&gt;
clan_membership=See the list|&lt;br /&gt;
clan_goals=To defend and improve Derby, trading, policing and a bit of roading are part of this.|&lt;br /&gt;
clan_recruit=Ask [[User:RobZombie|RobZombie]] in game or in the discussion of this wiki, or the Eastern Federation forum|&lt;br /&gt;
clan_contact=[http://z3.invisionfree.com/Derby/index.php Derby Forum]|&lt;br /&gt;
sort_as=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Proud members of the Eastern Federation'''&lt;br /&gt;
&lt;br /&gt;
We stand for Truth, Justice, Reasonably Priced Love And A Hard Boiled Egg!&lt;br /&gt;
&lt;br /&gt;
''Now with new clan song!''&lt;br /&gt;
&lt;br /&gt;
Captain Zombie was a pirate once, and a damn good one. Doing his heroic tales a severe unjustice, we will skip to more recent times. He was such a good pirate that the English had him exiled from the world, to live his life on Shartak. Why? So he didn't piss off the French and cause ANOTHER war, that's why. &lt;br /&gt;
&lt;br /&gt;
For many months he wandered the jungle, until he found Derby. The place was peaceful...until the gunshots split the night. There were no guardians of Derby! No police? He wrote to Queen Lizzy and asked for funding to start up this colonial police force, he received it and quickly formed the Derby Privateers, enemy of the murderers and allies of the peace. &lt;br /&gt;
&lt;br /&gt;
The freelance guardians of Derby soon joined him, followed by the new lads and lasses off the boats and soon the Privateers grew in number to become a truly powerful force. The Privateers allied with the [[Derby Hospitallers]], [[Colonial Police]] and other police clans and soon they were recognized as being 'one of the lads' in police clan terms. Now, after months of 'Cold War' with half of York, they're getting involved in the New York Alliance.&lt;br /&gt;
&lt;br /&gt;
*CLAN POLICY ON DISCUSSION PAGE&lt;br /&gt;
&lt;br /&gt;
==Wages==&lt;br /&gt;
Every month, Privateers are owed a wage of between ten and twenty gold coins, depending on the padded/unpadded status of the Privateer collective wallet. That being, Rob's good burning-money.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
Our Head Quarters is located a little south west of the Derby Ammo Hut and a little north east of the Medical Hut in the top-left corner of Derby proper. Usually there's a sign, but some scrote may have tagged over it, with the same tag they've used on every other building...&lt;br /&gt;
&lt;br /&gt;
===Recruitment===&lt;br /&gt;
&lt;br /&gt;
To clarify, the duties of a Privateer change from day to day. One day, you can hunt for PKers, the next, you can load your gun, then go trade stuff. Then sit on your ass for a while if you can't find anyone. Do what you like, but uphold the law, kill some baddies, support the EF and drink some rum. Hmmmm...rum...if you dont have any of this uber-manly drink, then water is acceptable, if you dont make a habbit of it.&lt;br /&gt;
&lt;br /&gt;
==Shout!==&lt;br /&gt;
We want more recruits! We want more jobs! Dont be afraid to join the ranks of the forum for insider-info or to bring new jobs to our attention.&lt;br /&gt;
&lt;br /&gt;
== The Crewmen ==&lt;br /&gt;
* Contact us at the forum or around town - thats how you'll be officially recognized. &lt;br /&gt;
&lt;br /&gt;
*All members, from the Mates to the Corporals, have an equal voice in the clan. Your ideas will be taken seriously!&lt;br /&gt;
&lt;br /&gt;
'''Privateer's Captain''' - [[User:RobZombie|RobZombie]] - Also Lanlord of Derby Tavern (The Trader's Hut)&lt;br /&gt;
&lt;br /&gt;
'''Captain's Hard Rockin' First Mate''' - [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
'''Hard Rockin' Master Sergeant''' - {{profile|6143|ReikoLJ}}&lt;br /&gt;
&lt;br /&gt;
Hard Rockin' Mates:&lt;br /&gt;
&lt;br /&gt;
{{profile|4131|Guildmaster}} - Stood down from 2nd in command position, with Honours&lt;br /&gt;
&lt;br /&gt;
Sergeant at Arms - [[User:Elegost55|Elegost55]] - Also high-ranking in the Derby Rangers&lt;br /&gt;
&lt;br /&gt;
Sergeant - [[User:Tom Failur|Tommy Atkins]]&lt;br /&gt;
&lt;br /&gt;
Sergeant - {{profile|8538|Greta Van Hausen}}&lt;br /&gt;
&lt;br /&gt;
Trade Sergeant (Currently we need a replacement) - {{profile|1910|G3N}} - Used to pay all our wages, went inactive and left us nearly two grand!&lt;br /&gt;
&lt;br /&gt;
==KOS Listings - Criminals, Pkers &amp;amp; Aggressors==&lt;br /&gt;
Please follow the link [http://z3.invisionfree.com/Derby/index.php?showtopic=5 here], to the public listings on the Derby forum. You shall find it more up to date with current events. [[User:Cthulhu|Cthulhu]] &lt;br /&gt;
&lt;br /&gt;
==Alliances/Friendlies==&lt;br /&gt;
* '''[[Eastern Federation]]''' - Our allies in the [[Derby Hospitallers]], [[Derby Rangers]], [[The Octavius Popebury Memorial Expedition of 1886]], [[Greenwolves]] and whoever else we're with in the Federation! &lt;br /&gt;
* '''[[Durham Pistoleers]]''' - A fellow police force, and a pro-pirate one. - (Disbanded)&lt;br /&gt;
* '''[[Mercenary's Guild]]''' - Contract killers who can hold their drink as good as any pirate. Don't kill them unless you know why they kill. Shame they disbanded. Still, ex Mercs have a home in Derby, whenever they should need it. - (Disbanded)&lt;br /&gt;
* '''[[York Coalition]] - No wiki page. Basically, organized York Clans.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Hall_of_Time&amp;diff=18034</id>
		<title>Talk:Hall of Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Hall_of_Time&amp;diff=18034"/>
		<updated>2008-05-08T13:35:10Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Guestbook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guidelines on your Visit==&lt;br /&gt;
Please do not deface the Hall.&amp;lt;br&amp;gt;&lt;br /&gt;
It is a tribute to those long gone. Feel free to insert your comments on the guestbook below.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, do not edit the main page without consent from Lama or Elegost. Any proposals should be added here.&lt;br /&gt;
&lt;br /&gt;
==Guestbook==&lt;br /&gt;
This is entirely optional. If you feel we are lacking anything, let us know here!&amp;lt;br&amp;gt;&lt;br /&gt;
-[[User:Lama|Lama]] and [[User:Elegost|Elegost]]&lt;br /&gt;
:Some suggestions based on their contributions to the game, history or wiki - [[User:Elembis|Elembis]], [[User:Dazedandconfused|Dazedandconfused]], [[User:Black_Joe|Songa]], [[User:Erados|The Malice]], [[User:Lint|John Chapman]] and [[User:Tycho44|Tycho Yarr Everett]]. --[[User:Johan Crichton|Johan Crichton]] 21:52, 21 April 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:much appreciated. Would you want to write some of these? I'm not much of a wiki regular, so you'd probably have better insight... --[[User:Lama|Lama]] 19:47, 22 April 2008 (UTC)&lt;br /&gt;
::Yeap. Songa is part of James Barnes though ;) Unless Songa did anything as remarkable as James Barnes, we'll keep just one. Maybe write some stuff up on the others and place them here? I'm not too familiar with them. So we'll get an idea of how they contributed to the enrichment of our game. -[[User:Elegost|Elegost]] 01:43, 23 April 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
I noticed Armadox is idle... has he left?&amp;amp;ndash; [[User:Wulla-mullung|Wulla]] &amp;lt;sup&amp;gt;([[User talk:Wulla-mullung|talk]])&amp;lt;/sup&amp;gt; 02:54, 26 April 2008 (UTC)&lt;br /&gt;
:Yeah, he has. The Butcher no longer haunts the jungles. Sadly, the newbies will only hear of the terrifying tales of Armadox the Butcher. That's why he's here. -[[User:Elegost|Elegost]] 07:22, 28 April 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone remember Majestic Ninja? I think he was the most ancient of Shartakians in Derby, who rose up to help us during the headhunt? May need some homage paid to that man too - Rob Zombie&lt;br /&gt;
: No... got a profile ID? --[[User:Johan Crichton|Johan Crichton]] 21:22, 28 April 2008 (UTC)&lt;br /&gt;
:: http://www.shartak.com/profile.cgi?id=2033 - Rob&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Hall_of_Time&amp;diff=17985</id>
		<title>Talk:Hall of Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Hall_of_Time&amp;diff=17985"/>
		<updated>2008-04-28T10:18:05Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Guestbook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guidelines on your Visit==&lt;br /&gt;
Please do not deface the Hall.&amp;lt;br&amp;gt;&lt;br /&gt;
It is a tribute to those long gone. Feel free to insert your comments on the guestbook below.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, do not edit the main page without consent from Lama or Elegost. Any proposals should be added here.&lt;br /&gt;
&lt;br /&gt;
==Guestbook==&lt;br /&gt;
This is entirely optional. If you feel we are lacking anything, let us know here!&amp;lt;br&amp;gt;&lt;br /&gt;
-[[User:Lama|Lama]] and [[User:Elegost|Elegost]]&lt;br /&gt;
:Some suggestions based on their contributions to the game, history or wiki - [[User:Elembis|Elembis]], [[User:Dazedandconfused|Dazedandconfused]], [[User:Black_Joe|Songa]], [[User:Erados|The Malice]], [[User:Lint|John Chapman]] and [[User:Tycho44|Tycho Yarr Everett]]. --[[User:Johan Crichton|Johan Crichton]] 21:52, 21 April 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:much appreciated. Would you want to write some of these? I'm not much of a wiki regular, so you'd probably have better insight... --[[User:Lama|Lama]] 19:47, 22 April 2008 (UTC)&lt;br /&gt;
::Yeap. Songa is part of James Barnes though ;) Unless Songa did anything as remarkable as James Barnes, we'll keep just one. Maybe write some stuff up on the others and place them here? I'm not too familiar with them. So we'll get an idea of how they contributed to the enrichment of our game. -[[User:Elegost|Elegost]] 01:43, 23 April 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
I noticed Armadox is idle... has he left?&amp;amp;ndash; [[User:Wulla-mullung|Wulla]] &amp;lt;sup&amp;gt;([[User talk:Wulla-mullung|talk]])&amp;lt;/sup&amp;gt; 02:54, 26 April 2008 (UTC)&lt;br /&gt;
:Yeah, he has. The Butcher no longer haunts the jungles. Sadly, the newbies will only hear of the terrifying tales of Armadox the Butcher. That's why he's here. -[[User:Elegost|Elegost]] 07:22, 28 April 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone remember Majestic Ninja? I think he was the most ancient of Shartakians in Derby, who rose up to help us during the headhunt? May need some homage paid to that man too - Rob Zombie&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shartak_Bazaar&amp;diff=17716</id>
		<title>Talk:Shartak Bazaar</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shartak_Bazaar&amp;diff=17716"/>
		<updated>2008-02-24T13:14:55Z</updated>

		<summary type="html">&lt;p&gt;Rozen: Deletion/Historical&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you guys an official clan, or are you just a bunch of random dudes standing around? Either way, I can get Clurichaun to help supply you, he's not doing anything at the momment. &amp;amp;ndash; [[User:Wulla-mullung|Wulla]] &amp;lt;sup&amp;gt;([[User talk:Wulla-mullung|talk]])&amp;lt;/sup&amp;gt; 05:26, 13 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just Rincewind stands around, the others just supply him. What goods are you offering? - Rincewind&lt;br /&gt;
:I have 72 healing herbs. &amp;amp;ndash; [[User:Wulla-mullung|Wulla]] &amp;lt;sup&amp;gt;([[User talk:Wulla-mullung|talk]])&amp;lt;/sup&amp;gt; 17:15, 20 January 2008 (UTC)&lt;br /&gt;
::Phwaaaah! I'll take 40...what's your asking price? - Rincewind.&lt;br /&gt;
===Poison Darts===&lt;br /&gt;
A Wooden Hut may suddenly be built nearby the bazaar, filled with poison darts. [[User:The Fool|The Fool]] 18:16, 21 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen it...do I just have to search it, or will it pass me them...? - Rincewind.&lt;br /&gt;
&lt;br /&gt;
:It'll supply you. Some sort of...automatic catapult or somesuch mechanism. Architects these days...Unfortunately, You seem to be holding all that you can carry, which presents a bit of a problem. --[[User:The Fool|The Fool]] 22:28, 24 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deletion/Historical ==&lt;br /&gt;
&lt;br /&gt;
Suggest moving this to there, I've stopped running it because of the lack of business, I've gone back to wandering trading and freelance shamanism. - Rincewind&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shartak_Bazaar&amp;diff=17360</id>
		<title>Talk:Shartak Bazaar</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shartak_Bazaar&amp;diff=17360"/>
		<updated>2008-01-24T20:43:57Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you guys an official clan, or are you just a bunch of random dudes standing around? Either way, I can get Clurichaun to help supply you, he's not doing anything at the momment. &amp;amp;ndash; [[User:Wulla-mullung|Wulla]] &amp;lt;sup&amp;gt;([[User talk:Wulla-mullung|talk]])&amp;lt;/sup&amp;gt; 05:26, 13 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just Rincewind stands around, the others just supply him. What goods are you offering? - Rincewind&lt;br /&gt;
:I have 72 healing herbs. &amp;amp;ndash; [[User:Wulla-mullung|Wulla]] &amp;lt;sup&amp;gt;([[User talk:Wulla-mullung|talk]])&amp;lt;/sup&amp;gt; 17:15, 20 January 2008 (UTC)&lt;br /&gt;
::Phwaaaah! I'll take 40...what's your asking price? - Rincewind.&lt;br /&gt;
===Poison Darts===&lt;br /&gt;
A Wooden Hut may suddenly be built nearby the bazaar, filled with poison darts. [[User:The Fool|The Fool]] 18:16, 21 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen it...do I just have to search it, or will it pass me them...? - Rincewind.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shartak_Bazaar&amp;diff=17223</id>
		<title>Talk:Shartak Bazaar</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shartak_Bazaar&amp;diff=17223"/>
		<updated>2008-01-20T00:50:55Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you guys an official clan, or are you just a bunch of random dudes standing around? Either way, I can get Clurichaun to help supply you, he's not doing anything at the momment. &amp;amp;ndash; [[User:Wulla-mullung|Wulla]] &amp;lt;sup&amp;gt;([[User talk:Wulla-mullung|talk]])&amp;lt;/sup&amp;gt; 05:26, 13 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just Rincewind stands around, the others just supply him. What goods are you offering? - Rincewind&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17102</id>
		<title>Shartak Bazaar</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17102"/>
		<updated>2008-01-12T23:19:22Z</updated>

		<summary type="html">&lt;p&gt;Rozen: Suppliers Wanted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located south of the mountain in the ruins at [-70.357,+26.406], following the river, you will find a small marketplace for restocking your supplies, ran by the trader-shaman Rincewind and his partners; [[User:Kolzak|Kolzak]], [[User:Songa|Songa]], [[User:Che|Che]] and [[User:Cthlhu|Cthlhu]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently in stock ==&lt;br /&gt;
&lt;br /&gt;
*'''35''' '''Dried Herb''' - Three gold each, ten gold for five. &lt;br /&gt;
*'''35''' '''First Aid Kits''' - Three gold each, ten gold for five.&lt;br /&gt;
*'''Rabbit Foot Charm''' - A lovely little item of animal cruelty with '''magic''' properties.&lt;br /&gt;
&lt;br /&gt;
== Sales ==&lt;br /&gt;
&lt;br /&gt;
*'''2 Rifles''' - Just for three gold coins! (Two as sold single, bullets sold separately)&lt;br /&gt;
*'''Rifle Bullets''' - Perfect to go with your new rifle. '''I ask one coin for six'''. That's right! &lt;br /&gt;
*'''Crabby The Crab''' - A cute little bugger for one gold coin, for the kids!&lt;br /&gt;
*'''Mango Sale!''' - One gold coin for three items of this wonderful fruit!&lt;br /&gt;
*'''Banana Sale!''' - Same as your mangoes!&lt;br /&gt;
&lt;br /&gt;
== Currently wanted ==&lt;br /&gt;
&lt;br /&gt;
*'''Dried Herbs''' and '''First Aid Kits''' - Two gold paid per kit.&lt;br /&gt;
*'''Machetes''' and '''Cutlasses''' - One coin. Sorry. The demand currently isn't there, but we could be wrong.&lt;br /&gt;
*'''Heavy Swords''' - Goes without saying we want these, doesn't everyone? Fifty coins, negotiable. That's 20 more than you get from the trader, some people dont like to bid, and we know some of you farm them - So we've put it on the list just in case.&lt;br /&gt;
*'''Charms''' - We can pay you for these in stock or coin, coin may get you four or five gold, depending on the charm.&lt;br /&gt;
&lt;br /&gt;
== Suppliers Needed ==&lt;br /&gt;
&lt;br /&gt;
We need suppliers for the following items. A supplier is a guy who can deliver a shipment of items at least once a month, depending on the item. '''But''' if you're a trader, dont use this as a reliable income, as stock won't always move quickly, so be prepared to be turned away. Sorry. Communicate with Rincewind through RobZombie on the Derby forum, or main forum.&lt;br /&gt;
*'''First Aid Kits''' and '''Dried Herbs''' - If you can deliver 20 items, once a month, you'll get a 50% share on profits made from these items, and one coin per item cash in hand. &lt;br /&gt;
*'''Rifle Bullets''' and '''Poison Darts''' - If you can deliver 30 items, once a month, you'll get the same deal as the healing items, but with a coin for every seven. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stuff that will be added here soon ==&lt;br /&gt;
&lt;br /&gt;
*Price updates and stock updates, regularly.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17101</id>
		<title>Shartak Bazaar</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17101"/>
		<updated>2008-01-12T23:06:28Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Sales */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located south of the mountain in the ruins at [-70.357,+26.406], following the river, you will find a small marketplace for restocking your supplies, ran by the trader-shaman Rincewind and his partners; [[User:Kolzak|Kolzak]], [[User:Songa|Songa]], [[User:Che|Che]] and [[User:Cthlhu|Cthlhu]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently in stock ==&lt;br /&gt;
&lt;br /&gt;
*'''35''' '''Dried Herb''' - Three gold each, ten gold for five. &lt;br /&gt;
*'''35''' '''First Aid Kits''' - Three gold each, ten gold for five.&lt;br /&gt;
*'''Rabbit Foot Charm''' - A lovely little item of animal cruelty with '''magic''' properties.&lt;br /&gt;
&lt;br /&gt;
== Sales ==&lt;br /&gt;
&lt;br /&gt;
*'''2 Rifles''' - Just for three gold coins! (Two as sold single, bullets sold separately)&lt;br /&gt;
*'''Rifle Bullets''' - Perfect to go with your new rifle. '''I ask one coin for six'''. That's right! &lt;br /&gt;
*'''Crabby The Crab''' - A cute little bugger for one gold coin, for the kids!&lt;br /&gt;
*'''Mango Sale!''' - One gold coin for three items of this wonderful fruit!&lt;br /&gt;
*'''Banana Sale!''' - Same as your mangoes!&lt;br /&gt;
&lt;br /&gt;
== Currently wanted ==&lt;br /&gt;
&lt;br /&gt;
*'''Dried Herbs''' and First Aid Kits - Two gold paid per kit.&lt;br /&gt;
*'''Machetes''' and '''Cutlasses''' - One coin. Sorry. The demand currently isn't there, but we could be wrong.&lt;br /&gt;
*'''Heavy Swords''' - Goes without saying we want these, doesn't everyone? Fifty coins, negotiable. That's 20 more than you get from the trader, some people dont like to bid, and we know some of you farm them - So we've put it on the list just in case.&lt;br /&gt;
*'''Charms''' - We can pay you for these in stock or coin, coin may get you four or five gold, depending on the charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stuff that will be added here soon ==&lt;br /&gt;
&lt;br /&gt;
*Price updates and stock updates, regularly.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17088</id>
		<title>Shartak Bazaar</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17088"/>
		<updated>2008-01-12T09:56:55Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Stuff that will be added here soon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located south of the mountain in the ruins at [-70.357,+26.406], following the river, you will find a small marketplace for restocking your supplies, ran by the trader-shaman Rincewind and his partners; [[User:Kolzak|Kolzak]], [[User:Songa|Songa]], [[User:Che|Che]] and [[User:Cthlhu|Cthlhu]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently in stock ==&lt;br /&gt;
&lt;br /&gt;
*'''35''' '''Dried Herb''' - Three gold each, ten gold for five. &lt;br /&gt;
*'''35''' '''First Aid Kits''' - Three gold each, ten gold for five.&lt;br /&gt;
*'''Rabbit Foot Charm''' - A lovely little item of animal cruelty with '''magic''' properties.&lt;br /&gt;
&lt;br /&gt;
== Sales ==&lt;br /&gt;
&lt;br /&gt;
*'''1 Rifle''' - Just for two gold coins!&lt;br /&gt;
*'''Crabby The Crab''' - A cute little bugger for one gold coin, for the kids!&lt;br /&gt;
*'''Mango Sale!''' - One gold coin for two items of this wonderful fruit!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently wanted ==&lt;br /&gt;
&lt;br /&gt;
*'''Dried Herbs''' and First Aid Kits - Two gold paid per kit.&lt;br /&gt;
*'''Machetes''' and '''Cutlasses''' - One coin. Sorry. The demand currently isn't there, but we could be wrong.&lt;br /&gt;
*'''Heavy Swords''' - Goes without saying we want these, doesn't everyone? Fifty coins, negotiable. That's 20 more than you get from the trader, some people dont like to bid, and we know some of you farm them - So we've put it on the list just in case.&lt;br /&gt;
*'''Charms''' - We can pay you for these in stock or coin, coin may get you four or five gold, depending on the charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stuff that will be added here soon ==&lt;br /&gt;
&lt;br /&gt;
*Price updates and stock updates, regularly.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17087</id>
		<title>Shartak Bazaar</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17087"/>
		<updated>2008-01-12T09:55:29Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located south of the mountain in the ruins at [-70.357,+26.406], following the river, you will find a small marketplace for restocking your supplies, ran by the trader-shaman Rincewind and his partners; [[User:Kolzak|Kolzak]], [[User:Songa|Songa]], [[User:Che|Che]] and [[User:Cthlhu|Cthlhu]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently in stock ==&lt;br /&gt;
&lt;br /&gt;
*'''35''' '''Dried Herb''' - Three gold each, ten gold for five. &lt;br /&gt;
*'''35''' '''First Aid Kits''' - Three gold each, ten gold for five.&lt;br /&gt;
*'''Rabbit Foot Charm''' - A lovely little item of animal cruelty with '''magic''' properties.&lt;br /&gt;
&lt;br /&gt;
== Sales ==&lt;br /&gt;
&lt;br /&gt;
*'''1 Rifle''' - Just for two gold coins!&lt;br /&gt;
*'''Crabby The Crab''' - A cute little bugger for one gold coin, for the kids!&lt;br /&gt;
*'''Mango Sale!''' - One gold coin for two items of this wonderful fruit!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently wanted ==&lt;br /&gt;
&lt;br /&gt;
*'''Dried Herbs''' and First Aid Kits - Two gold paid per kit.&lt;br /&gt;
*'''Machetes''' and '''Cutlasses''' - One coin. Sorry. The demand currently isn't there, but we could be wrong.&lt;br /&gt;
*'''Heavy Swords''' - Goes without saying we want these, doesn't everyone? Fifty coins, negotiable. That's 20 more than you get from the trader, some people dont like to bid, and we know some of you farm them - So we've put it on the list just in case.&lt;br /&gt;
*'''Charms''' - We can pay you for these in stock or coin, coin may get you four or five gold, depending on the charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stuff that will be added here soon ==&lt;br /&gt;
&lt;br /&gt;
*The wider stock range and updated prices of the stock.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17016</id>
		<title>Shartak Bazaar</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17016"/>
		<updated>2008-01-08T19:52:53Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located south of the mountain in the ruins at [-70.357,+26.406], following the river, you will find a small marketplace for restocking your supplies, ran by the trader-shaman Rincewind and his partners; [[User:Kolzak|Kolzak]], [[User:Songa|Songa]], [[User:Che|Che]] and [[User:Cthlhu|Cthlhu]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently in stock ==&lt;br /&gt;
&lt;br /&gt;
*'''35''' '''Dried Herb''' - Three gold each, ten gold for five. &lt;br /&gt;
*'''35''' '''First Aid Kits''' - Three gold each, ten gold for five.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently wanted ==&lt;br /&gt;
&lt;br /&gt;
*'''Dried Herbs''' and First Aid Kits - Two gold paid per kit.&lt;br /&gt;
*'''Machetes''' and '''Cutlasses''' - One coin. Sorry. The demand currently isn't there, but we could be wrong.&lt;br /&gt;
*'''Heavy Swords''' - Goes without saying we want these, doesn't everyone? Fifty coins, negotiable. That's 20 more than you get from the trader, some people dont like to bid, and we know some of you farm them - So we've put it on the list just in case.&lt;br /&gt;
*'''Charms''' - We can pay you for these in stock or coin, coin may get you four or five gold, depending on the charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stuff that will be added here soon ==&lt;br /&gt;
&lt;br /&gt;
*The wider stock range and updated prices of the stock.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17005</id>
		<title>Shartak Bazaar</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Bazaar&amp;diff=17005"/>
		<updated>2008-01-07T23:01:26Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located south of the mountain in the ruins, following the river, you will find a small marketplace for restocking your supplies, ran by the trader-shaman Rincewind and his partners, full list of the lads coming soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently in stock ==&lt;br /&gt;
&lt;br /&gt;
*'''35''' '''Dried Herb''' - Three gold each, ten gold for five. &lt;br /&gt;
*'''35''' '''First Aid Kits''' - Three gold each, ten gold for five.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently wanted ==&lt;br /&gt;
&lt;br /&gt;
*'''Dried Herbs''' and First Aid Kits - Two gold paid per kit.&lt;br /&gt;
*'''Machetes''' and '''Cutlasses''' - One coin. Sorry. The demand currently isn't there, but we could be wrong.&lt;br /&gt;
*'''Heavy Swords''' - Goes without saying we want these, doesn't everyone? Fifty coins, negotiable. That's 20 more than you get from the trader, some people dont like to bid, and we know some of you farm them - So we've put it on the list just in case.&lt;br /&gt;
*'''Charms''' - We can pay you for these in stock or coin, coin may get you four or five gold, depending on the charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stuff that will be added here soon ==&lt;br /&gt;
&lt;br /&gt;
*The wider stock range.&lt;br /&gt;
*Exact GPS co-ords.&lt;br /&gt;
&lt;br /&gt;
Why wasn't this info included now? Because Rincewind's out of AP so can't SEE his GPS and we're waiting on the stock to be delivered.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=16993</id>
		<title>1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=1st_Derby_Privateers&amp;diff=16993"/>
		<updated>2008-01-05T17:11:53Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=1st Derby Privateers|&lt;br /&gt;
official_id=101|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=http://www.running-wild.de/images/rwnet_adrian.gif|&lt;br /&gt;
clan_leaders=[[User:RobZombie|RobZombie]] - Captain, [[User:Cthulhu|Cthulhu]] - First Mate and {{profile|6143|ReikoLJ}} - Master Sergeant|&lt;br /&gt;
clan_membership=See the list|&lt;br /&gt;
clan_goals=To defend and improve Derby, trading, policing and a bit of roading are part of this.|&lt;br /&gt;
clan_recruit=Ask [[User:RobZombie|RobZombie]] in game or in the discussion of this wiki, or the Eastern Federation forum|&lt;br /&gt;
clan_contact=http://z3.invisionfree.com/Derby/index.php|&lt;br /&gt;
sort_as=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Proud members of the Eastern Federation'''&lt;br /&gt;
&lt;br /&gt;
We stand for Truth, Justice, Reasonably Priced Love And A Hard Boiled Egg!&lt;br /&gt;
&lt;br /&gt;
''Now with new clan song!''&lt;br /&gt;
&lt;br /&gt;
Captain Zombie was a pirate once, and a damn good one. Doing his heroic tales a severe unjustice, we will skip to more recent times. He was such a good pirate that the English had him exiled from the world, to live his life on Shartak. Why? So he didn't piss off the French and cause ANOTHER war, that's why. &lt;br /&gt;
&lt;br /&gt;
For many months he wandered the jungle, until he found Derby. The place was peaceful...until the gunshots split the night. There were no guardians of Derby! No police? He wrote to Queen Lizzy and asked for funding to start up this colonial police force, he received it and quickly formed the Derby Privateers, enemy of the murderers and allies of the peace. &lt;br /&gt;
&lt;br /&gt;
The freelance guardians of Derby soon joined him, followed by the new lads and lasses off the boats and soon the Privateers grew in number to become a truly powerful force. The Privateers allied with the [[Derby Hospitallers]], [[Colonial Police]] and other police clans and soon they were recognized as being 'one of the lads' in police clan terms. Now, after months of 'Cold War' with half of York, they're getting involved in the New York Alliance.&lt;br /&gt;
&lt;br /&gt;
*CLAN POLICY ON DISCUSSION PAGE&lt;br /&gt;
&lt;br /&gt;
==Wages==&lt;br /&gt;
Aye, for every successful task or attempted task, a sum of gold is awarded. Also, if equipment is needed for the task (such as a dagger) and you have no dagger, then some gold will be given towards said dagger.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
Our Head Quarters is located a little south west of the Derby Ammo Hut and a little north east of the Medical Hut.&lt;br /&gt;
&lt;br /&gt;
===Recruitment===&lt;br /&gt;
&lt;br /&gt;
To clarify, the duties of a Privateer change from day to day. One day, you can hunt for PKers, the next, you can load your gun, then go trade stuff. Then sit on your ass for a while if you can't find anyone. Do what you like, but uphold the law, kill some baddies, support the EF and drink some rum. Hmmmm...rum...&lt;br /&gt;
&lt;br /&gt;
==Shout!==&lt;br /&gt;
Two new crew have joined our ranks, and this is no longer our full crew list. For the full one, see our clan page, it's open view. &lt;br /&gt;
&lt;br /&gt;
== The Crewmen ==&lt;br /&gt;
* Contact us at the forum or around town - thats how you'll be officially recognized. &lt;br /&gt;
&lt;br /&gt;
*All members, from the Mates to the Corporals, have an equal voice in the clan. your ideas will be taken seriously!&lt;br /&gt;
&lt;br /&gt;
Privateer's Captain - [[User:RobZombie|RobZombie]] - Also Lanlord of Derby Tavern&lt;br /&gt;
&lt;br /&gt;
Captain's Hard Rockin' First Mate - [[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
Hard Rockin' Master Sergeant - {{profile|6143|ReikoLJ}}&lt;br /&gt;
&lt;br /&gt;
Hard Rockin' Mates:&lt;br /&gt;
&lt;br /&gt;
{{profile|4131|Guildmaster}} - Stood down from 2nd in command position, with Honours&lt;br /&gt;
&lt;br /&gt;
Sergeant at Arms - [[User:Elegost55|Elegost55]] - Also high-ranking in the Derby Rangers&lt;br /&gt;
&lt;br /&gt;
Sergeant - [[User:Tom Failur|Tommy Atkins]]&lt;br /&gt;
&lt;br /&gt;
Sergeant - {{profile|8538|Greta Van Hausen}}&lt;br /&gt;
&lt;br /&gt;
Trade Sergeant - {{profile|1910|G3N}} - Used to pay all our wages, went inactive and left us nearly two grand!&lt;br /&gt;
&lt;br /&gt;
==Death List - Current Clan Enemies==&lt;br /&gt;
These are the people and factions that we mean harm to at the moment. Please follow the links to see the appropriate lists of enemies, as they are getting to big to put on this page and I feel they should be broken down into categories. This also enables other clans to link to these pages for their own uses if they so wish, but ultimately, these pages are the works of the '''1st Derby Privateers''' and we would appreciate it if people refrain from editing them. If any person feels the need for an update to these pages, please notify us through a personal message or on our forum. Thankyou. [[User:Cthulhu|Cthulhu]] &lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
*'''[[:1st Derby Privateers - Wanted Natives Page]]'''&lt;br /&gt;
*'''[[:1st Derby Privateers - Wanted Outsiders Page]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alliances/Friendlies==&lt;br /&gt;
* '''[[Eastern Federation]]''' - Our allies in the [[Derby Hospitallers]], [[Derby Rangers]], [[The Octavius Popebury Memorial Expedition of 1886]] and whoever else we're with in the Federation! &lt;br /&gt;
* '''[[Durham Pistoleers]]''' - A fellow police force, and a pro-pirate one.&lt;br /&gt;
* '''[[Mercenary's Guild]]''' - Contract killers who can hold their drink as good as any pirate. Don't kill them unless you know why they kill. Shame they disbanded. Still, ex Mercs have a home in Derby, whenever they should need it.&lt;br /&gt;
* '''[[York Coalition]] - No wiki page. Basically, organized York Clans.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Necromancers_Guild&amp;diff=16552</id>
		<title>Talk:The Necromancers Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Necromancers_Guild&amp;diff=16552"/>
		<updated>2007-12-03T11:38:47Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Amulets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Amulets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Silver Skulls were around way before possession, so they dont help with that. I think they make it harder for spirits to damage you, though. So, close! But I may be wrong. I just dont notice losing damage from spirits much with my character with them, or my exorcist for some reason. Odd. --[[User:Rozen|Rozen]] 11:38, 3 December 2007 (UTC) (aka, Rincewind)&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Necromancers_Guild&amp;diff=16551</id>
		<title>Talk:The Necromancers Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Necromancers_Guild&amp;diff=16551"/>
		<updated>2007-12-03T11:38:27Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Amulets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Silver Skulls were around way before possession, so they dont help with that. I think they make it harder for spirits to damage you, though. So, close! But I may be wrong. I just dont notice losing damage from spirits much with my character with them, or my exorcist for soem reason. Odd. --[[User:Rozen|Rozen]] 11:38, 3 December 2007 (UTC) (aka, Rincewind)&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Brotherhood_Of_The_Coast&amp;diff=16550</id>
		<title>The Brotherhood Of The Coast</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Brotherhood_Of_The_Coast&amp;diff=16550"/>
		<updated>2007-12-03T11:36:05Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You've stumbled onto the wiki page for The Brotherhood of The Coast. Not the old one, that died, this is the new one, that hasn't. However, our forum HAS. But we're working on that. &lt;br /&gt;
&lt;br /&gt;
I'll make this shiny and cool later, but at the moment, here's a rough 'n ready list of our aims and policies:&lt;br /&gt;
&lt;br /&gt;
- Raid towns, and kill people.&lt;br /&gt;
&lt;br /&gt;
- Collect and sell medical supplies when not killing people.&lt;br /&gt;
&lt;br /&gt;
- Destroy the enemies of pirates. &lt;br /&gt;
&lt;br /&gt;
- And stuff we dont want to post openly.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Brotherhood_Of_The_Coast&amp;diff=16549</id>
		<title>The Brotherhood Of The Coast</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Brotherhood_Of_The_Coast&amp;diff=16549"/>
		<updated>2007-12-03T11:35:51Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You've stumbled onto the wiki page for The Brotherhood of The Coast. Not the old one, that died, this is the new one, that hasn't. However, our forum HAS. But we're working on that. &lt;br /&gt;
&lt;br /&gt;
I'll make this shiny and cool later, but at the moment, here's a rough 'n ready list of our aims and policies:&lt;br /&gt;
&lt;br /&gt;
- Raid towns, and kill people.&lt;br /&gt;
- Collect and sell medical supplies when not killing people.&lt;br /&gt;
- Destroy the enemies of pirates. &lt;br /&gt;
- And stuff we dont want to post openly.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:RobZombie&amp;diff=16548</id>
		<title>User talk:RobZombie</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:RobZombie&amp;diff=16548"/>
		<updated>2007-12-03T11:31:45Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Books */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Books ==&lt;br /&gt;
&lt;br /&gt;
I know have a totaly cool Deviant Art page, where shedloads of RECENT stuff has been posted. So far, none of the old dozen or so feedback guys from Shartak and UD have seen any of it, so if you're still interested in helping, I'm putting one or two chapters online per-week. Hopefuly. sometimes I'm busy.&lt;br /&gt;
&lt;br /&gt;
http://redbalfour.deviantart.com/&lt;br /&gt;
&lt;br /&gt;
== Privateer Wiki ==&lt;br /&gt;
&lt;br /&gt;
Hey El'Capitano! I was going to update the Alliances section, but thought better and am passing it by you first. Do we list the York Coalition as a whole? and there is other's that need to be added as well. The OPME and there are more but I forget. I'm too busy thinking about Thurien ;)&lt;br /&gt;
&lt;br /&gt;
I'd forgotten we were allied with the YC. Dont worry about it Cthulhu, i'll do the updates this time. You've got to go crossbow some goblins :D  - Rob&lt;br /&gt;
&lt;br /&gt;
Cool - Cthulhu&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:RobZombie&amp;diff=16547</id>
		<title>User:RobZombie</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:RobZombie&amp;diff=16547"/>
		<updated>2007-12-03T11:30:38Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Captain of the 1st Derby Privateers. Beat THAT for a qualification...&lt;br /&gt;
&lt;br /&gt;
Also, a pagan, who will kick the ass of any dick who tries to push any religion into Derby. He occasionaly maintains a sort of 'Free Temple' near the Bank. A place where any religion can worship without imposing on the other religions in town. Dont preach, dont get shot. Preach, get a headshot.&lt;br /&gt;
&lt;br /&gt;
If you want to join the Privateers, then sign up over the wiki and post in the discussion of this profile, or talk to me in the HQ in Derby, north of the medical hut and south of the ammo hut OR you can join the forums.&lt;br /&gt;
&lt;br /&gt;
In the immortal words of Dio; We rock. &lt;br /&gt;
&lt;br /&gt;
'''About the player, not some f**kwit's blog'''&lt;br /&gt;
&lt;br /&gt;
My name's is Tom Sorsby, I live in Steel City, England. Well, its actualy called Sheffield, but we make the word's best steel. Steel = a heavy metal. I like heavy metal, mostly the music styles of Running Wild, Iron Maiden, Manowar and Sonata Arctica, but I have loads of other bands on my PC. &lt;br /&gt;
&lt;br /&gt;
I'm 16 (at last update) , most people are suprised when they see me because I look about 21. I'm usualy dressed in black jeans, black leather boots (not the nu-rock kind), some form of black/band shirt and either a leather jacket, trenchcoat or denim jacket. Current hair; brown and past my shoulders. Boring I know, typical Metalhead. &lt;br /&gt;
&lt;br /&gt;
I'm currently working on several projects; my police force, the Derby Privateers and the trading/raiding life of my alt character/brother, David Rozen of the (formerly) Jolly Roger Gang, founding member of the Pirate Defense Force sub-group, and one of teh leaders of teh new Brotherhood Of The Coast (the one with no wiki). In the game Urban Dead I play as a survivor in Shore Hills - just made a new clan called the Shore Hills Survivors (not original, I know) and with my other character i'm keeping the lights on in Rolt Heights as the Burchell Arms Regular's Red Balfour, Light Man. &lt;br /&gt;
&lt;br /&gt;
Out of the internet, I'm trying to kick-start a heavy metal band with my friends, I'm on vocals and I'm also writing/planning a Terry Pratchett-esque novel set in a fantsy world of my own making. It features David Rozen as a main character aboard his ship, the Black Diamond. I thought of the name loooong before Pirates Of The Carribbean, so i'm not ripping it off. It's actaly named after a Stratovarious song or a Kiss song, and I'm sure other bands have named a song that too.&lt;br /&gt;
&lt;br /&gt;
Future projects for that world include a zombie survival series with the character Red Balfour (female this time, as originaly planned), a sequal to the David Rozen thing (maybe more) and an urban-warfare thingy. That one is a little like Necromunda but not in the future. &lt;br /&gt;
&lt;br /&gt;
In years to come, I look forward to being a proffesional writer and I've already taken steps down that path. I've been writing seriously since I was about 10, and with each book I finish and then scrap as a load of s**t, I've gotten better and better at it. I think i'm almost ready to write one that will be published, so watch out for my name - you could very well find me in the bookstore in, uh five years. Anybody who wants to offer me some advice or criticise my work, I can send you a copy if you ask for it in my discussion page. (note: So far, over a dozen people have done this via Shartak or Urban Dead forums and e-mail, and I've altered my old style dramaticaly. It now rocks hard. Realy hard.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Profile:&lt;br /&gt;
http://www.shartak.com/profile.cgi?id=4949&lt;br /&gt;
{{IdentifyFriendOrFoe|float=left}}&lt;br /&gt;
http://img106.imageshack.us/img106/4984/robzombiejd5.jpg&lt;br /&gt;
Thanks to Nighter of the CP for the pic. Well, he was CP when he made it.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Wiksik_Tribe&amp;diff=15730</id>
		<title>Talk:The Wiksik Tribe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Wiksik_Tribe&amp;diff=15730"/>
		<updated>2007-09-16T20:58:45Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Exorcism Standpoint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tiny URL==&lt;br /&gt;
TinyURL: http://tinyurl.com/34yke4&lt;br /&gt;
&lt;br /&gt;
Forum (under constrution): http://thewiksiktribe.proboards101.com/&lt;br /&gt;
&lt;br /&gt;
==The Tribe==&lt;br /&gt;
&lt;br /&gt;
===Necromancy?===&lt;br /&gt;
Well I always did have a love for irony and thats why I picked &amp;quot;The Necromancers Guild&amp;quot; because thats basically what the spirit huts arrangment is.  Shamans use the spirits and spirits use the living.  I usually play a necromancer wherever possible so you can imagin my surprise (and joy) when the spirit hut started off!  Its one of the first developments of its kind (where players have used existing skills to form a pact between the living and the dead without any particular skill to encourage this alliance) that I have seen in a game like this so I am of course following it with an active intrest.&lt;br /&gt;
&lt;br /&gt;
===The Living Tribe===&lt;br /&gt;
Your idea for a living tribe does seem to work well, perhaps creating a group of secondry clans to designate someone's function in the society (guards, gatherers, spirits, healers)?  So keeping their primary clan as The Wiksik Tribe and adopting upto 2 secondry tribes depending on how you want to help the tribe.  It would make rank recognition easier and allow easy promotion and switching of roles (Make the higher ranks invitation only).  Of course thinking of their names is not something I have much skill for but I will help out with anything I can but I must warn you I am returning to uni on the 22nd so my ability to help will be greatly diminished after then (though I will still come on and check every day I can).--[[User:Etherdrifter|Etherdrifter]] 14:12, 13 September 2007 (UTC)&lt;br /&gt;
::I '''love''' the secondary clan idea! It'd work very well! I'd believe the best thing would be to have the ranks: &amp;quot;Elders&amp;quot; (Shaman only), &amp;quot;Hunters&amp;quot; (anyone interested in guarding the village), &amp;quot;Villager&amp;quot; (Gatherers, traders, bankers and so on..) and maybe even &amp;quot;Ancestral Spirit&amp;quot; for the players who want to play spirit only. Every subclass would have one leader and maybe one sub-leader and those would hold one vote each in the village council. The thought is I don't want ONE leader. I want one who can decide for his/her sub-class and the bigger questions, like diplomacy and whatnot are taken up in the village council. The spirits also have a vote, but they talk through the shamans (Noone else can hear them).--[[User:Big Kahuuna|Big Kahuuna]] 16:28, 15 September 2007 (UTC)&lt;br /&gt;
:::I'd break the villagers down into Gatherers and Traders and definitly include the &amp;quot;Ancestral Spirit&amp;quot;  group also add a group called &amp;quot;Village Council&amp;quot;.  I would make the Gatherers, Traders, Hunters and Elders open.  The system then works as follows.  The council are petitioned for ideas, they discard the idiotic ones (Lets go to war with everyone!) and put the other ones up for voting.  Give each member a vote on all tribal issues.  So everyone no matter what rank gets a vote meaning that whatever the tribe does is the will of the tribe making keeping everyone happy much easier.  If a spot becomes vacant on the &amp;quot;Village Council&amp;quot; then candidates can step forward and the Council vote on who gets the place.  The only problem is the need for an external forum for the voting.  Tell me what you think of the ideas, I hope they are what you are looking for anyways--[[User:Etherdrifter|Etherdrifter]] 13:07, 16 September 2007 (UTC)&lt;br /&gt;
::::I think letting everyone vote about all things might be hard from an administrative viewpoint. However, I think that each seperate subgroup should be able to vote about who represents them in the village council. So the &amp;quot;leaders&amp;quot; of each group is voted upon by the members, not by the village council. These votes can go out, say, each month? Or each week? Also by majority vote the village council can disbar a council member forcing that subgroup to vote for a new one (This is only to be done if somone has behaved very badly in the council). I think that the best way to piece together the council is two persons from each sub-group, maybe three from the ancestral spirit group to uneven the numbers. The groups are great - You ok with us calling them &amp;quot;Wiksik Tribe Gatherers&amp;quot;, &amp;quot;Wiksik Tribe Traders&amp;quot;, &amp;quot;Wiksik Tribe Hunters&amp;quot;, &amp;quot;Wiksik Tribe Elders&amp;quot; and &amp;quot;Ancestral Spirits of Wiksik&amp;quot;? --[[User:Big Kahuuna|Big Kahuuna]] 16:43, 16 September 2007 (UTC)&lt;br /&gt;
:::::That sounds good to me!  I'm looking forward to seeing this get off the ground.  A group dedicated to the maintenence of the village, paths to the nearest trees and signposts might be a later goal as it help everyone (The new players get a nice easy way to navigate and us spirits no longer get completely lost by excorcism and everyone else gets that warm feeling for helping noobs)--[[User:Etherdrifter|Etherdrifter]] 18:24, 16 September 2007 (UTC)&lt;br /&gt;
::::::Acctually, if we name &amp;quot;Wiksik Tribe Gatherers&amp;quot;; &amp;quot;Wiksik Tribe villagers&amp;quot; instead, they can be both maintenence AND gathering... --[[User:Big Kahuuna|Big Kahuuna]] 19:06, 16 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Exorcism Standpoint===&lt;br /&gt;
I'm interested in joining this in some form with my trader/exorcist Rincewind. It sounds like your proposing a kind of Eastern Fed for natives...what's your standpoint on the exp farming in the med huts? - Rinso.&lt;br /&gt;
:Well personally I think its a good thing but could be changed a little to reduce the exp reward (give wail a lower maximum damage).  It suits the story of the game as many tribal societys were well known to supposedly use spirits.  So with the spirits comes the rituals I suppose.--[[User:Etherdrifter|Etherdrifter]] 13:04, 15 September 2007 (UTC)&lt;br /&gt;
::Acctually it was me who sprayed the first walltag about spirits and shamans helping eachother out that I know of.. But the whole concept sortof started by itself. The idea behind spirit/shaman cooperation wasn't primarely to xp-farm, even though both parts get a fair deal of xp in the longrun, it was to RP the shamans closness to the spiritworld. To negate the xp I get from listening to the wails of the ancestors - I myself has completely given up on any other means of aquiring xp. Recently I even stopped selling the excess pickups because I realized you got xp that way. On account of that - check out '''[[Natives_Against_Exorcism|&amp;lt;nowiki&amp;gt;{{NativesAgainstExorcism}}&amp;lt;/nowiki&amp;gt;]]''', It explains more about my standings in this question. I'd love to see you in the Tribe if this isn't something that offends you too much.. --[[User:Big Kahuuna|Big Kahuuna]] 16:28, 15 September 2007 (UTC)&lt;br /&gt;
:::(RPing) It offends me greatly the the undead are allowed to wail amoung us...however...there may be other benefits that outsway my moral standpoint...what else do you guys do? - Rinso.&lt;br /&gt;
::::The main idea is to work out a working village democracy. Everyone in wiksik is allowed to join and the village is then run by member votes. We aim to make wiksik a rich and fluorishing village with protection for fellow wiksikians and a helping hand for the villagers in need. Also I'd like to add a big RP element to the village, use the different huts to accomodate different village functions and so on. Right now were on the ideastage - so you are welcome to join us in stenciling out the outlines of the village. I want this to be a joint-project not something that one user made and rules over. In the longrun - ideas like the shaman-spirit cooperation can later be renegotiated in the village council, however you'd have to have pretty good reasons, since the spirits are also part of the village and they might not like the idea of people being able to exorcise them.  --[[User:Big Kahuuna|Big Kahuuna]] 16:35, 16 September 2007 (UTC)&lt;br /&gt;
:::::Well, I'm interested. I'll just have to avoid the med hut...if that's the hut they can wail in. Or can they wail all over town? I feel many people would be annoyed by that, not just me. But, hey, what do I care...I'm hardly ever in town... - Rinso.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shaman&amp;diff=15729</id>
		<title>Talk:Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shaman&amp;diff=15729"/>
		<updated>2007-09-16T20:56:17Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added Jidram but I dont know where I am -(preceding unsigned comment by [[User:Kayjay77|Kayjay77]]at  00:40, 27 May 2006. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 23:48, 20 December 2006 (UTC))&lt;br /&gt;
&lt;br /&gt;
Wait, I know Malpok wasn't a real Shaman, but what's to say you can just delete him from history? He's a cultural icon, like Bigfoot, or Unicorns, or Walruses, or Pumas. Or even...the Warthog. --[[User:Rozen|Rozen]] 20:56, 16 September 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Wiksik_Tribe&amp;diff=15687</id>
		<title>Talk:The Wiksik Tribe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Wiksik_Tribe&amp;diff=15687"/>
		<updated>2007-09-15T23:14:40Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Exorcism Standpoint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tiny URL==&lt;br /&gt;
TinyURL: http://tinyurl.com/34yke4&lt;br /&gt;
&lt;br /&gt;
==The Tribe==&lt;br /&gt;
&lt;br /&gt;
===Necromancy?===&lt;br /&gt;
Well I always did have a love for irony and thats why I picked &amp;quot;The Necromancers Guild&amp;quot; because thats basically what the spirit huts arrangment is.  Shamans use the spirits and spirits use the living.  I usually play a necromancer wherever possible so you can imagin my surprise (and joy) when the spirit hut started off!  Its one of the first developments of its kind (where players have used existing skills to form a pact between the living and the dead without any particular skill to encourage this alliance) that I have seen in a game like this so I am of course following it with an active intrest.&lt;br /&gt;
&lt;br /&gt;
===The Living Tribe===&lt;br /&gt;
Your idea for a living tribe does seem to work well, perhaps creating a group of secondry clans to designate someone's function in the society (guards, gatherers, spirits, healers)?  So keeping their primary clan as The Wiksik Tribe and adopting upto 2 secondry tribes depending on how you want to help the tribe.  It would make rank recognition easier and allow easy promotion and switching of roles (Make the higher ranks invitation only).  Of course thinking of their names is not something I have much skill for but I will help out with anything I can but I must warn you I am returning to uni on the 22nd so my ability to help will be greatly diminished after then (though I will still come on and check every day I can).--[[User:Etherdrifter|Etherdrifter]] 14:12, 13 September 2007 (UTC)&lt;br /&gt;
::I '''love''' the secondary clan idea! It'd work very well! I'd believe the best thing would be to have the ranks: &amp;quot;Elders&amp;quot; (Shaman only), &amp;quot;Hunters&amp;quot; (anyone interested in guarding the village), &amp;quot;Villager&amp;quot; (Gatherers, traders, bankers and so on..) and maybe even &amp;quot;Ancestral Spirit&amp;quot; for the players who want to play spirit only. Every subclass would have one leader and maybe one sub-leader and those would hold one vote each in the village council. The thought is I don't want ONE leader. I want one who can decide for his/her sub-class and the bigger questions, like diplomacy and whatnot are taken up in the village council. The spirits also have a vote, but they talk through the shamans (Noone else can hear them).--[[User:Big Kahuuna|Big Kahuuna]] 16:28, 15 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Exorcism Standpoint===&lt;br /&gt;
I'm interested in joining this in some form with my trader/exorcist Rincewind. It sounds like your proposing a kind of Eastern Fed for natives...what's your standpoint on the exp farming in the med huts? - Rinso.&lt;br /&gt;
:Well personally I think its a good thing but could be changed a little to reduce the exp reward (give wail a lower maximum damage).  It suits the story of the game as many tribal societys were well known to supposedly use spirits.  So with the spirits comes the rituals I suppose.--[[User:Etherdrifter|Etherdrifter]] 13:04, 15 September 2007 (UTC)&lt;br /&gt;
::Acctually it was me who sprayed the first walltag about spirits and shamans helping eachother out that I know of.. But the whole concept sortof started by itself. The idea behind spirit/shaman cooperation wasn't primarely to xp-farm, even though both parts get a fair deal of xp in the longrun, it was to RP the shamans closness to the spiritworld. To negate the xp I get from listening to the wails of the ancestors - I myself has completely given up on any other means of aquiring xp. Recently I even stopped selling the excess pickups because I realized you got xp that way. On account of that - check out '''[[Natives_Against_Exorcism|&amp;lt;nowiki&amp;gt;{{NativesAgainstExorcism}}&amp;lt;/nowiki&amp;gt;]]''', It explains more about my standings in this question. I'd love to see you in the Tribe if this isn't something that offends you too much.. --[[User:Big Kahuuna|Big Kahuuna]] 16:28, 15 September 2007 (UTC)&lt;br /&gt;
:::(RPing) It offends me greatly the the undead are allowed to wail amoung us...however...there may be other benefits that outsway my moral standpoint...what else do you guys do? - Rinso.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Wiksik_Tribe&amp;diff=15592</id>
		<title>Talk:The Wiksik Tribe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Wiksik_Tribe&amp;diff=15592"/>
		<updated>2007-09-13T15:26:00Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TinyURL: http://tinyurl.com/34yke4&lt;br /&gt;
&lt;br /&gt;
Well I always did have a love for irony and thats why I picked &amp;quot;The Necromancers Guild&amp;quot; because thats basically what the spirit huts arrangment is.  Shamans use the spirits and spirits use the living.  I usually play a necromancer wherever possible so you can imagin my surprise (and joy) when the spirit hut started off!  Its one of the first developments of its kind (where players have used existing skills to form a pact between the living and the dead without any particular skill to encourage this alliance) that I have seen in a game like this so I am of course following it with an active intrest.&lt;br /&gt;
&lt;br /&gt;
Your idea for a living tribe does seem to work well, perhaps creating a group of secondry clans to designate someone's function in the society (guards, gatherers, spirits, healers)?  So keeping their primary clan as The Wiksik Tribe and adopting upto 2 secondry tribes depending on how you want to help the tribe.  It would make rank recognition easier and allow easy promotion and switching of roles (Make the higher ranks invitation only).  Of course thinking of their names is not something I have much skill for but I will help out with anything I can but I must warn you I am returning to uni on the 22nd so my ability to help will be greatly diminished after then (though I will still come on and check every day I can).--[[User:Etherdrifter|Etherdrifter]] 14:12, 13 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm interested in joining this in some form with my trader/exorcist Rincewind. It sounds like your proposing a kind of Eastern Fed for natives...what's your standpoint on the exp farming in the med huts? - Rinso.&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Battle_of_Pirates_Graveyard&amp;diff=15591</id>
		<title>Talk:Battle of Pirates Graveyard</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Battle_of_Pirates_Graveyard&amp;diff=15591"/>
		<updated>2007-09-13T15:22:50Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--Couple of things?--&lt;br /&gt;
&lt;br /&gt;
Can we add in two things please? The possibility of a political assassination on Rozen, which may have broken pirate moreale when thier leader died before the fight, and that the Brotherhood had 'ravaged' or 'picked at' (at least) Raktam for a week prior the the raid, as training for what will only be described as a 'Top secret master-plan type project'? --[[User:Rozen|Rozen]] 15:22, 13 September 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File_talk:0CQMCAOJWLO6CAF2T4YUCAATKJF3CAGNJ9VZCA9VBXQWCA40FLHMCAMUSV6ACASNWFEYCAFIVDTVCA0OTLELCA5LI0VPCAFNWS7ACACGHBO6CAN2HJT1CAW4JT1ZCASF5EH3CAHEJNX2CA2VEDLHCAFZWNK4.jpg&amp;diff=15539</id>
		<title>File talk:0CQMCAOJWLO6CAF2T4YUCAATKJF3CAGNJ9VZCA9VBXQWCA40FLHMCAMUSV6ACASNWFEYCAFIVDTVCA0OTLELCA5LI0VPCAFNWS7ACACGHBO6CAN2HJT1CAW4JT1ZCASF5EH3CAHEJNX2CA2VEDLHCAFZWNK4.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File_talk:0CQMCAOJWLO6CAF2T4YUCAATKJF3CAGNJ9VZCA9VBXQWCA40FLHMCAMUSV6ACASNWFEYCAFIVDTVCA0OTLELCA5LI0VPCAFNWS7ACACGHBO6CAN2HJT1CAW4JT1ZCASF5EH3CAHEJNX2CA2VEDLHCAFZWNK4.jpg&amp;diff=15539"/>
		<updated>2007-09-12T05:42:20Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;That's some file name.--[[User:Black Joe|Black Joe]] 04:01, 12 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think 'Image 1' Must have been taken. --[[User:Rozen|Rozen]] 05:42, 12 September 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=15506</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=15506"/>
		<updated>2007-09-10T20:08:15Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Bottle/Gourd Of Healing Salve */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
&lt;br /&gt;
Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
:Perhaps put in place a different skill for pirates to use it?  It would probably need to be a subskill of Native Knowledge.  Not too sure of a name for it though.  Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Small exps are aaaalways good. - Rincewind.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
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&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
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&lt;br /&gt;
=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
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&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
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I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
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: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
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:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
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:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
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The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
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The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
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Anyway, just one more note:&lt;br /&gt;
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&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
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I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
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:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
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It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
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===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
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'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
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'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
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suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
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I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
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===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
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===Use FAK on Others Text Change.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Flavor change. |&lt;br /&gt;
suggest_scope=People with FAKs. |&lt;br /&gt;
suggest_description=One thing I've noticed while playing is that when someone heals you, it says &amp;quot;So and so helps you use a first aid kit and restore X health.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So and so uses a first aid kit on you and restores X health.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |&lt;br /&gt;
suggest_time=02:27, 9 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;The Malice&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; 01:33, 22 January 2007 (UTC)&lt;br /&gt;
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)&lt;br /&gt;
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=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
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&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
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A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Tent===&lt;br /&gt;
&lt;br /&gt;
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
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===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
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===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
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===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
&lt;br /&gt;
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
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===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
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===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
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===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
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===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
&lt;br /&gt;
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
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===Knife Tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.&lt;br /&gt;
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |&lt;br /&gt;
suggest_time=10:17, 12 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)&lt;br /&gt;
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)&lt;br /&gt;
:::Implemented --[[User:Simon|Simon]] 18:40, 30 August 2007 (UTC)&lt;br /&gt;
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===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=15497</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=15497"/>
		<updated>2007-09-10T05:37:31Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Bottle/Gourd Of Healing Salve */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
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== Items ==&lt;br /&gt;
&lt;br /&gt;
===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
&lt;br /&gt;
Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
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=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
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=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
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* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
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1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
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2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
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The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
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I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
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: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
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:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
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:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
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The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
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The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
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Anyway, just one more note:&lt;br /&gt;
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&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
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---&lt;br /&gt;
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===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
&lt;br /&gt;
'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
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suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
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I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
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===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
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I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
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===Use FAK on Others Text Change.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Flavor change. |&lt;br /&gt;
suggest_scope=People with FAKs. |&lt;br /&gt;
suggest_description=One thing I've noticed while playing is that when someone heals you, it says &amp;quot;So and so helps you use a first aid kit and restore X health.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So and so uses a first aid kit on you and restores X health.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |&lt;br /&gt;
suggest_time=02:27, 9 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;The Malice&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; 01:33, 22 January 2007 (UTC)&lt;br /&gt;
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)&lt;br /&gt;
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=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
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[[FirstAmongstDaves]]&lt;br /&gt;
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&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
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A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Tent===&lt;br /&gt;
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Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
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===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
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suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
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'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
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'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
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9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
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'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
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suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
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===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
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The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
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A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
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B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
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Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
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The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
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===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
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===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
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What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
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===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
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===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
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===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
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===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
&lt;br /&gt;
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
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===Knife Tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.&lt;br /&gt;
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |&lt;br /&gt;
suggest_time=10:17, 12 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)&lt;br /&gt;
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)&lt;br /&gt;
:::Implemented --[[User:Simon|Simon]] 18:40, 30 August 2007 (UTC)&lt;br /&gt;
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===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Derby_Evening_Press/Issue_11&amp;diff=15483</id>
		<title>Talk:Derby Evening Press/Issue 11</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Derby_Evening_Press/Issue_11&amp;diff=15483"/>
		<updated>2007-09-09T10:09:45Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Brotherhood of the Coast Targets York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby News== &lt;br /&gt;
===Dalpok Liberation Front Assistance Ended===&lt;br /&gt;
==International News==&lt;br /&gt;
===Queen Ascends Raktam Throne===&lt;br /&gt;
===Civil War in York===&lt;br /&gt;
===CP Espionage Provokes York Coalition=== &lt;br /&gt;
====Property Values Fall in York====&lt;br /&gt;
===Brotherhood of the Coast Targets York===&lt;br /&gt;
&lt;br /&gt;
Wait a minute... Did we? Are you sure? Because I don't remember this... [[User:Rozen|Rozen]]&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=15405</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=15405"/>
		<updated>2007-09-02T10:56:48Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Poll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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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;
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*'''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;
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*'''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;
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*'''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;
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*'''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;
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*'''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;
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*'''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;
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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;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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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;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)&lt;br /&gt;
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Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.&lt;br /&gt;
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The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
&lt;br /&gt;
*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
&lt;br /&gt;
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
&lt;br /&gt;
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
&lt;br /&gt;
A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[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;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[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; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[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; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[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; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
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A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
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I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)&lt;br /&gt;
I like this, definitely needs some work though.&lt;br /&gt;
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week?  I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.&lt;br /&gt;
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
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1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
:At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)&lt;br /&gt;
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===Class change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill fettling|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.&lt;br /&gt;
&lt;br /&gt;
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|&lt;br /&gt;
suggest_time=08:51, 30 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Htkl|Htkl]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)&lt;br /&gt;
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:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)&lt;br /&gt;
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===Extra Revive Option===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=people who die|&lt;br /&gt;
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|&lt;br /&gt;
suggest_time=May 16 13:23|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)&lt;br /&gt;
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)&lt;br /&gt;
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east)  --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.&lt;br /&gt;
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Well===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New inanimate object|&lt;br /&gt;
suggest_scope=Everyone in a village|&lt;br /&gt;
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty  bucket (0AP) a message would appear &amp;quot;The bucket is empty. Perhaps you should fill it back up with water.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The well would have an ingame graphic and would have a description of whether the bucket is down or up - &amp;quot;You see an old and moss covered well, it's bucket is raised to the top.&amp;quot; / &amp;quot;You see an old and moss covered well, it's bucket is somewhere down below.&amp;quot;&lt;br /&gt;
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suggest_time=17:48, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)&lt;br /&gt;
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Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)&lt;br /&gt;
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Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)&lt;br /&gt;
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===Waves to erase Beach Writing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game tweak|&lt;br /&gt;
suggest_scope=Writing on the Beach.|&lt;br /&gt;
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.&lt;br /&gt;
&lt;br /&gt;
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|&lt;br /&gt;
suggest_time=03:39, 23 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)&lt;br /&gt;
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===Pollution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environmental effect|&lt;br /&gt;
suggest_scope=Litterbugs, people near them|&lt;br /&gt;
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|&lt;br /&gt;
suggest_time=08:00, 28 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Idle Characters===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Idle character event|&lt;br /&gt;
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|&lt;br /&gt;
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The inactivity timeline would be something like:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Idle 1 week - you &amp;quot;disappear&amp;quot; from the map (taken steps to hide yourself from people and animals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1-2 weeks  - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely).&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion got several positive comments from forum members.&lt;br /&gt;
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suggest_time=11:36, 5 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)&lt;br /&gt;
: I much prefer the idea the latter idea that your body would be found where or near where you were last active.  I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)&lt;br /&gt;
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===Terrain Without Trekking Changes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement.|&lt;br /&gt;
suggest_scope=Newbies/players without Trekking.|&lt;br /&gt;
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |&lt;br /&gt;
suggest_time=02:29, 26 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through.  Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in.  Walking through beaches can be tough too - sand isn't very solid and continually gives.  Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.&lt;br /&gt;
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)&lt;br /&gt;
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===Outposts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement!!! =p|&lt;br /&gt;
suggest_scope=Clans and overpopulation|&lt;br /&gt;
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|&lt;br /&gt;
suggest_time=01:01, 2 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Pardus|Pardus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]&lt;br /&gt;
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I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)&lt;br /&gt;
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* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)&lt;br /&gt;
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===Monuments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Descriptions|&lt;br /&gt;
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. &amp;lt;br&amp;gt;&lt;br /&gt;
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. &amp;lt;br&amp;gt;&lt;br /&gt;
This should make sure that people don't &amp;quot;monument spam&amp;quot; determined areas and at the same time it would discourage vandals to eliminate parts of history. &amp;lt;br&amp;gt;&lt;br /&gt;
Once created, monuments would display the text &amp;quot;There is a stone monument here. It reads&amp;quot; followed by the creator's message. &amp;lt;br&amp;gt;&lt;br /&gt;
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|&lt;br /&gt;
suggest_time=16:53, 28 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to &amp;quot;harvest&amp;quot; large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)&lt;br /&gt;
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: A pickaxe would be nice, but complicated, indeed.&lt;br /&gt;
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.&lt;br /&gt;
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).&lt;br /&gt;
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)&lt;br /&gt;
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&lt;br /&gt;
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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===Poll===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Active terrain|&lt;br /&gt;
suggest_scope=Citizens|&lt;br /&gt;
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|&lt;br /&gt;
suggest_time=22:12, 1 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there?  [[User:RobZombie|RobZombie]]&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_york_times&amp;diff=15395</id>
		<title>Talk:The york times</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_york_times&amp;diff=15395"/>
		<updated>2007-09-01T08:56:38Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
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== Bwahahahahaha! ==&lt;br /&gt;
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I loled all the way through! [[User:RobZombie|RobZombie]]&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=15361</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=15361"/>
		<updated>2007-08-29T23:13:08Z</updated>

		<summary type="html">&lt;p&gt;Rozen: &lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
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== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
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=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
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* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
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The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
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The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
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Anyway, just one more note:&lt;br /&gt;
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&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
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I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
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:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
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It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
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===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
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'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
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'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
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suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
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I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
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===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
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I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
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===Use FAK on Others Text Change.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Flavor change. |&lt;br /&gt;
suggest_scope=People with FAKs. |&lt;br /&gt;
suggest_description=One thing I've noticed while playing is that when someone heals you, it says &amp;quot;So and so helps you use a first aid kit and restore X health.&amp;quot; &lt;br /&gt;
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This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. &lt;br /&gt;
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&amp;quot;So and so uses a first aid kit on you and restores X health.&amp;quot; &lt;br /&gt;
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This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |&lt;br /&gt;
suggest_time=02:27, 9 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;The Malice&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; 01:33, 22 January 2007 (UTC)&lt;br /&gt;
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)&lt;br /&gt;
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=== Fire ===&lt;br /&gt;
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How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
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2. be used as campfires for villages and the wreck, &lt;br /&gt;
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3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
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4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
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5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
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I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
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Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
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And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
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[[FirstAmongstDaves]]&lt;br /&gt;
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&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
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A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Tent===&lt;br /&gt;
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Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
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===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
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The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
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By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
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suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
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===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
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'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
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'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
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suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
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===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
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The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
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A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
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B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
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Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
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The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
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===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
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===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
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What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
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===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
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===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
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===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
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===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
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If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
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===Knife Tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I just noticed that knives have the same accuracy as cutlasses and machetes.&lt;br /&gt;
I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster. |&lt;br /&gt;
suggest_time=10:17, 12 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --[[User:Simon|Simon]] 18:31, 12 July 2007 (UTC)&lt;br /&gt;
::50% max. so, just add 5%, or, you could add 10% and make it 55%. -[[User:Elegost|Elegost]] 10:08, 13 July 2007 (UTC)&lt;br /&gt;
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===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Big_Kahuuna&amp;diff=15355</id>
		<title>User talk:Big Kahuuna</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Big_Kahuuna&amp;diff=15355"/>
		<updated>2007-08-29T00:22:06Z</updated>

		<summary type="html">&lt;p&gt;Rozen: /* Hey there */&lt;/p&gt;
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&lt;div&gt;__TOC__&lt;br /&gt;
=&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;A Space to Reach Out to&amp;lt;/span&amp;gt;=&lt;br /&gt;
:''Enter your questions here, and Big Kahuuna shall answer them. However he requires you to put them here in a proper format - Yet his mind be clouded.''&lt;br /&gt;
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===No Topic===&lt;br /&gt;
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: Any chance you could learn to use the preview button, and reduce the minor number of changes you make to the wiki which just clog the Recent Changes list? --[[User:Johan Crichton|Johan Crichton]] 23:04, 27 August 2007 (UTC)&lt;br /&gt;
::Sorry. Of course. I didn't realize i hadn't checked the minor edit box. Won't happen again. [[User:Big Kahuuna|Big Kahuuna]] 23:12, 27 August 2007 (UTC)&lt;br /&gt;
:::Actually what I meant was that if you combined all your relatively small edits of your pages, then the number of changes would be less, resulting in a less cluttered [[Special:Recentchanges| Recent Changes]] list.  Marking them minor helps, but also taking your time and previewing before you save (so you don't have to go back and edit the page again).  --[[User:Johan Crichton|Johan Crichton]] 03:44, 28 August 2007 (UTC)&lt;br /&gt;
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===Hey there===&lt;br /&gt;
Just to back Johan up a bit, yeah. use the preview button please. i was so shocked when i looked at the recent changes. lol and welcome to the wiki. :) -[[User:Elegost|Elegost]] 10:34, 28 August 2007 (UTC)&lt;br /&gt;
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Uh...that's a lot of a lot of edits. I'll agree with my friend here and say that is shocking! [[User:RobZombie|RobZombie]]&lt;br /&gt;
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===A correct way to enter a question===&lt;br /&gt;
&lt;br /&gt;
:This is an example of how to input your questions to Big Kahuuna. Your question should be entered '''above''' this one and any following question above the last one. Everything from the first three equal signs around the topic of this text. Don't forget to end it with four tildes (~) to enter your signature or use the http://wiki.shartak.com/skins/common/images/button_sig.png icon above. [[User:Big Kahuuna|Big Kahuuna]] 22:04, 27 August 2007 (UTC)&lt;br /&gt;
::This is an example on how I enter an answer. [[User:Big Kahuuna|Big Kahuuna]] 22:04, 27 August 2007 (UTC)&lt;br /&gt;
:::This is an example on how you answer me in return. And so on. [[User:Big Kahuuna|Big Kahuuna]] 22:04, 27 August 2007 (UTC)&lt;br /&gt;
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=&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;Gathered Wisdoms&amp;lt;/span&amp;gt;=&lt;br /&gt;
:''This part of the talk page is Big Kahuunas collected wisdoms and shant not be edited or deleted. It may seem like random jibberish to others, but in here are the secrets of the earth, heavens and the whispering winds.''&lt;br /&gt;
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===Spirit hut carvings===&lt;br /&gt;
*Spirit Hut - A hut for healing: Sheath your weapons!&amp;quot; and “Exorcisms aren't abided in here!&amp;quot; Below it, in faintly glowing letters, it reads &amp;quot;Spirits - Welcome! Your wails enables us to grow!&lt;br /&gt;
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*Spirit Hut.&amp;quot; Under it somone has hung several tribal charms. A small sign says: &amp;quot;Mortals and spirits alike - Welcome! Here we can heal your mortal wounds or listen to your imortal wails.&lt;br /&gt;
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*Max: 200 char&lt;/div&gt;</summary>
		<author><name>Rozen</name></author>
		
	</entry>
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