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	<title>The Shartak Wiki - User contributions [en]</title>
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	<updated>2026-04-26T21:49:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Achievements&amp;diff=24170</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Achievements&amp;diff=24170"/>
		<updated>2013-07-28T02:10:13Z</updated>

		<summary type="html">&lt;p&gt;Shadok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Achievements are buttons that a player can have on their profile to brag about certain accomplishments made in-game.  These are a new addition to Shartak, introduced for the first time in Easter 2010.  They are being slowly introduced into Shartak, and such, only a few are available at the moment.  A player can only show five of these in their profile at a time.&lt;br /&gt;
&lt;br /&gt;
=In Game Achievements=&lt;br /&gt;
These achievements can be awarded to any character within the game as long as they fulfil the requirements.&lt;br /&gt;
&lt;br /&gt;
==Birthday Badges==&lt;br /&gt;
[[Image:Birthday1.gif]]&lt;br /&gt;
[[Image:Birthday2.gif]]&lt;br /&gt;
[[Image:Birthday3.gif]]&lt;br /&gt;
[[Image:Birthday4.gif]]&lt;br /&gt;
[[Image:Birthday5.gif]]&lt;br /&gt;
[[Image:Birthday6.gif]]&lt;br /&gt;
[[Image:Birthday7.gif]]&lt;br /&gt;
*'''How to Unlock''' - At every year one is on Shartak, they gain that anniversary badge.&lt;br /&gt;
*This achievement became available on May 3rd, 2012&lt;br /&gt;
&lt;br /&gt;
==Bronze Hunter Badges==&lt;br /&gt;
[[Image:Hunter bronze alligator.gif]]&lt;br /&gt;
[[Image:Hunter bronze bat.gif]]&lt;br /&gt;
[[Image:Hunter bronze bear.gif]]&lt;br /&gt;
[[Image:Hunter bronze elephant.gif]]&lt;br /&gt;
[[Image:Hunter bronze giant spider.gif]]&lt;br /&gt;
[[Image:Hunter bronze goat.gif]]&lt;br /&gt;
[[Image:Hunter bronze large deer.gif]]&lt;br /&gt;
[[Image:Hunter bronze large stag.gif]]&lt;br /&gt;
[[Image:Hunter bronze monkey.gif]]&lt;br /&gt;
[[Image:Hunter bronze parrot.gif]]&lt;br /&gt;
[[Image:Hunter bronze rat.gif]]&lt;br /&gt;
[[Image:Hunter bronze rhino.gif]]&lt;br /&gt;
[[Image:Hunter bronze shargle.gif]]&lt;br /&gt;
[[Image:Hunter bronze Silverback.png]]&lt;br /&gt;
[[Image:Hunter bronze small deer.gif]]&lt;br /&gt;
[[Image:Hunter bronze tiger.gif]]&lt;br /&gt;
[[Image:Hunter bronze turtle.gif]]&lt;br /&gt;
[[Image:Hunter bronze wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 25 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
*Trivia: On average 1 person a day gets one of these achievements.&lt;br /&gt;
&lt;br /&gt;
==Expert Healer==&lt;br /&gt;
[[Image:Healer2.gif]]&lt;br /&gt;
*'''How to Unlock''' - Heal over 10,000 Hit points.&lt;br /&gt;
*This achievement became available on June 12, 2010.&lt;br /&gt;
&lt;br /&gt;
==Exploration==&lt;br /&gt;
[[Image:Exploration.gif]]&lt;br /&gt;
*'''How to Unlock''' - Explore over 5000 island units.&lt;br /&gt;
*This achievement became available on June 13, 2010.&lt;br /&gt;
*Graphic based on [http://www.shartak.com/profile.cgi?id=1262 lama]'s Shartak t-shirt design.&lt;br /&gt;
&lt;br /&gt;
==Gold Hunter Badges==&lt;br /&gt;
[[Image:Hunter gold alligator.gif]]&lt;br /&gt;
[[Image:Hunter gold bat.gif]]&lt;br /&gt;
[[Image:Hunter gold bear.gif]]&lt;br /&gt;
[[Image:Hunter gold elephant.gif]]&lt;br /&gt;
[[Image:Hunter gold giant spider.gif]]&lt;br /&gt;
[[Image:Hunter gold goat.gif]]&lt;br /&gt;
[[Image:Hunter gold large deer.gif]]&lt;br /&gt;
[[Image:Hunter gold large stag.gif]]&lt;br /&gt;
[[Image:Hunter gold monkey.gif]]&lt;br /&gt;
[[Image:Hunter gold parrot.gif]]&lt;br /&gt;
[[Image:Hunter gold rat.gif]]&lt;br /&gt;
[[Image:Hunter gold rhino.gif]]&lt;br /&gt;
[[Image:Hunter gold shargle.gif]]&lt;br /&gt;
[[Image:Hunter gold Silverback.png]]&lt;br /&gt;
[[Image:Hunter gold small deer.gif]]&lt;br /&gt;
[[Image:Hunter gold tiger.gif]]&lt;br /&gt;
[[Image:Hunter gold turtle.gif]]&lt;br /&gt;
[[Image:Hunter gold wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 250 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
&lt;br /&gt;
==Kraken Slayer==&lt;br /&gt;
[[Image:Krakenslayer.gif]]&lt;br /&gt;
*'''How to Unlock''' - Kill a giant squid.&lt;br /&gt;
*This achievement became available on April 22, 2010.&lt;br /&gt;
*Graphic based on [http://www.shartak.com/profile.cgi?id=1262 lama]'s Shartak t-shirt design.&lt;br /&gt;
&lt;br /&gt;
==Novice Healer==&lt;br /&gt;
[[Image:Healer1.gif]]&lt;br /&gt;
*'''How to Unlock''' - Heal over 1000 Hit points.&lt;br /&gt;
*This achievement became available on June 12, 2010.&lt;br /&gt;
&lt;br /&gt;
==Python==&lt;br /&gt;
[[Image:Pythonbadge.png]]&lt;br /&gt;
*'''How to Unlock''' - Kill a python.&lt;br /&gt;
*This achievement became available on July 27, 2013.&lt;br /&gt;
&lt;br /&gt;
==Serial Killer==&lt;br /&gt;
[[Image:Serial.gif]]&lt;br /&gt;
*'''How to Unlock''' - Kill ''over'' 1000 people on the island.&lt;br /&gt;
*This achievement became available on June 12th, 2010&lt;br /&gt;
*Design for this graphic was done by Anthor&lt;br /&gt;
&lt;br /&gt;
==Shartak Probie==&lt;br /&gt;
[[Image:Read tutorial.gif]]&lt;br /&gt;
*'''How to Unlock''' - Finish the tutorial successfully &lt;br /&gt;
*This achievement became available on October 05, 2010&lt;br /&gt;
*Trivia: Graphic created by Simon's son and named by Jaqs who really likes NCIS.&lt;br /&gt;
&lt;br /&gt;
==Silver Hunter Badges==&lt;br /&gt;
[[Image:Hunter silver alligator.gif]]&lt;br /&gt;
[[Image:Hunter silver bat.gif]]&lt;br /&gt;
[[Image:Hunter silver bear.gif]]&lt;br /&gt;
[[Image:Hunter silver elephant.gif]]&lt;br /&gt;
[[Image:Hunter silver giant spider.gif]]&lt;br /&gt;
[[Image:Hunter silver goat.gif]]&lt;br /&gt;
[[Image:Hunter silver large deer.gif]]&lt;br /&gt;
[[Image:Hunter silver large stag.gif]]&lt;br /&gt;
[[Image:Hunter silver monkey.gif]]&lt;br /&gt;
[[Image:Hunter silver parrot.gif]]&lt;br /&gt;
[[Image:Hunter silver rat.gif]]&lt;br /&gt;
[[Image:Hunter silver rhino.gif]]&lt;br /&gt;
[[Image:Hunter silver shargle.gif]]&lt;br /&gt;
[[Image:Hunter Silver Silverback.png]]&lt;br /&gt;
[[Image:Hunter silver small deer.gif]]&lt;br /&gt;
[[Image:Hunter silver tiger.gif]]&lt;br /&gt;
[[Image:Hunter silver turtle.gif]]&lt;br /&gt;
[[Image:Hunter silver wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 100 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
&lt;br /&gt;
=Special Achievements=&lt;br /&gt;
Some achievements are awarded due to special circumstances.  They are usually one off achievements, and only a select few get them.&lt;br /&gt;
&lt;br /&gt;
==April Fool's Day 2012==&lt;br /&gt;
[[Image:Aprilfools2012.gif]]&lt;br /&gt;
*'''How to Unlock''' - Had a character active on April 1st, 2012&lt;br /&gt;
*This achievement was awarded on April 2nd, 2012&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
[[Image:Palermoarchitect.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to [http://www.shartak.com/profile.cgi?id=20674 The Prisoner] for coming up with the design for Club Palermo&lt;br /&gt;
*This achievement was awarded on December 12, 2010&lt;br /&gt;
&lt;br /&gt;
==Doomsday Killer==&lt;br /&gt;
[[Image:Doomsday.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to [http://www.shartak.com/profile.cgi?id=9667 Eyes of a Hawk] for decimating the island in carnage on June 28th, 2012.  He killed over 100 people, and every shaman, Trader and Guard Dog.&lt;br /&gt;
*This achievement was awarded on July 7th, 2012&lt;br /&gt;
*This Badge was designed by G3N&lt;br /&gt;
&lt;br /&gt;
==Doomsday Victim==&lt;br /&gt;
[[Image:Doomsday victim.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to anyone who was killed by Eyes of a Hawk on the June 28th, 2012.&lt;br /&gt;
*This achievement was awarded on July 7th, 2012&lt;br /&gt;
*This Badge was designed by G3N&lt;br /&gt;
&lt;br /&gt;
==Easter 2010==&lt;br /&gt;
[[Image:Easter2010.gif]]&lt;br /&gt;
*'''How to Unlock''' - Had a character active during the week of Easter 2010.&lt;br /&gt;
*This achievement became available on April 15, 2010.&lt;br /&gt;
&lt;br /&gt;
==Old One==&lt;br /&gt;
[[Image:Oldone.gif]]&lt;br /&gt;
*'''How to Unlock''' - The character was active before August 2009.&lt;br /&gt;
*This achievement became available on May 9, 2010.&lt;br /&gt;
*There was a contest on who can make this achievement graphic, [[User:Twist|Twist]] was the competitor who won.&lt;br /&gt;
&lt;br /&gt;
==Royal Expedition's Grand Hunt Winner==&lt;br /&gt;
[[Image:Re elephant.gif]]&lt;br /&gt;
*'''How to Unlock''' - A one off Achievement awarded to [[User:Neil_Tathers|Neil Tathers]] for winning [[The Royal Expedition's Grand Hunt]].&lt;br /&gt;
*This achievement was awarded on January 2nd, 2011.&lt;br /&gt;
&lt;br /&gt;
==Team Tathers Totally Awesome Alligator Romp Participant==&lt;br /&gt;
[[Image:Ttaar.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to participants of [http://forum.shartak.com/index.php/topic,3440.0.html Team Tather's Totally Awesome Alligator Romp].&lt;br /&gt;
*This achievement was awarded on July 23, 2011.&lt;br /&gt;
&lt;br /&gt;
==Team Tathers Shargle, Bears and Goat Extravaganza Participant==&lt;br /&gt;
[[Image:Ttsbge.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to participants of [http://forum.shartak.com/index.php/topic,3783.0.html Team Tathers Shargle, Bears and Goat Extravaganza].&lt;br /&gt;
*This achievement was awarded on September 13th, 2012.&lt;br /&gt;
&lt;br /&gt;
==Treasure Hunter==&lt;br /&gt;
[[Image:Festertreasure.gif]]&lt;br /&gt;
*'''How to Unlock''' - A one off Achievement awarded to [http://www.shartak.com/profile.cgi?id=15031 Twist] for finding [[The Moderately Prodigious Treasure of Fester Shinetop]].&lt;br /&gt;
*This achievement was awarded on October 07, 2010&lt;br /&gt;
&lt;br /&gt;
==Wiki Master==&lt;br /&gt;
[[Image:Wikimaster.gif]]&lt;br /&gt;
*'''How to Unlock''' - An Achievement awarded to [http://www.shartak.com/profile.cgi?id=3936 Neil Tathers] and [http://www.shartak.com/profile.cgi?id=2993 Johan Crichton] for their work on keeping the wiki updated.&lt;br /&gt;
*This achievement was awarded on October 07, 2010&lt;br /&gt;
&lt;br /&gt;
[[category:Achievement]][[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Pythonbadge.png&amp;diff=24169</id>
		<title>File:Pythonbadge.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Pythonbadge.png&amp;diff=24169"/>
		<updated>2013-07-28T02:09:25Z</updated>

		<summary type="html">&lt;p&gt;Shadok: The python badge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The python badge&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Achievements&amp;diff=24168</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Achievements&amp;diff=24168"/>
		<updated>2013-07-28T02:06:19Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Silver Hunter Badges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Achievements are buttons that a player can have on their profile to brag about certain accomplishments made in-game.  These are a new addition to Shartak, introduced for the first time in Easter 2010.  They are being slowly introduced into Shartak, and such, only a few are available at the moment.  A player can only show five of these in their profile at a time.&lt;br /&gt;
&lt;br /&gt;
=In Game Achievements=&lt;br /&gt;
These achievements can be awarded to any character within the game as long as they fulfil the requirements.&lt;br /&gt;
&lt;br /&gt;
==Birthday Badges==&lt;br /&gt;
[[Image:Birthday1.gif]]&lt;br /&gt;
[[Image:Birthday2.gif]]&lt;br /&gt;
[[Image:Birthday3.gif]]&lt;br /&gt;
[[Image:Birthday4.gif]]&lt;br /&gt;
[[Image:Birthday5.gif]]&lt;br /&gt;
[[Image:Birthday6.gif]]&lt;br /&gt;
[[Image:Birthday7.gif]]&lt;br /&gt;
*'''How to Unlock''' - At every year one is on Shartak, they gain that anniversary badge.&lt;br /&gt;
*This achievement became available on May 3rd, 2012&lt;br /&gt;
&lt;br /&gt;
==Bronze Hunter Badges==&lt;br /&gt;
[[Image:Hunter bronze alligator.gif]]&lt;br /&gt;
[[Image:Hunter bronze bat.gif]]&lt;br /&gt;
[[Image:Hunter bronze bear.gif]]&lt;br /&gt;
[[Image:Hunter bronze elephant.gif]]&lt;br /&gt;
[[Image:Hunter bronze giant spider.gif]]&lt;br /&gt;
[[Image:Hunter bronze goat.gif]]&lt;br /&gt;
[[Image:Hunter bronze large deer.gif]]&lt;br /&gt;
[[Image:Hunter bronze large stag.gif]]&lt;br /&gt;
[[Image:Hunter bronze monkey.gif]]&lt;br /&gt;
[[Image:Hunter bronze parrot.gif]]&lt;br /&gt;
[[Image:Hunter bronze rat.gif]]&lt;br /&gt;
[[Image:Hunter bronze rhino.gif]]&lt;br /&gt;
[[Image:Hunter bronze shargle.gif]]&lt;br /&gt;
[[Image:Hunter bronze Silverback.png]]&lt;br /&gt;
[[Image:Hunter bronze small deer.gif]]&lt;br /&gt;
[[Image:Hunter bronze tiger.gif]]&lt;br /&gt;
[[Image:Hunter bronze turtle.gif]]&lt;br /&gt;
[[Image:Hunter bronze wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 25 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
*Trivia: On average 1 person a day gets one of these achievements.&lt;br /&gt;
&lt;br /&gt;
==Expert Healer==&lt;br /&gt;
[[Image:Healer2.gif]]&lt;br /&gt;
*'''How to Unlock''' - Heal over 10,000 Hit points.&lt;br /&gt;
*This achievement became available on June 12, 2010.&lt;br /&gt;
&lt;br /&gt;
==Exploration==&lt;br /&gt;
[[Image:Exploration.gif]]&lt;br /&gt;
*'''How to Unlock''' - Explore over 5000 island units.&lt;br /&gt;
*This achievement became available on June 13, 2010.&lt;br /&gt;
*Graphic based on [http://www.shartak.com/profile.cgi?id=1262 lama]'s Shartak t-shirt design.&lt;br /&gt;
&lt;br /&gt;
==Gold Hunter Badges==&lt;br /&gt;
[[Image:Hunter gold alligator.gif]]&lt;br /&gt;
[[Image:Hunter gold bat.gif]]&lt;br /&gt;
[[Image:Hunter gold bear.gif]]&lt;br /&gt;
[[Image:Hunter gold elephant.gif]]&lt;br /&gt;
[[Image:Hunter gold giant spider.gif]]&lt;br /&gt;
[[Image:Hunter gold goat.gif]]&lt;br /&gt;
[[Image:Hunter gold large deer.gif]]&lt;br /&gt;
[[Image:Hunter gold large stag.gif]]&lt;br /&gt;
[[Image:Hunter gold monkey.gif]]&lt;br /&gt;
[[Image:Hunter gold parrot.gif]]&lt;br /&gt;
[[Image:Hunter gold rat.gif]]&lt;br /&gt;
[[Image:Hunter gold rhino.gif]]&lt;br /&gt;
[[Image:Hunter gold shargle.gif]]&lt;br /&gt;
[[Image:Hunter gold Silverback.png]]&lt;br /&gt;
[[Image:Hunter gold small deer.gif]]&lt;br /&gt;
[[Image:Hunter gold tiger.gif]]&lt;br /&gt;
[[Image:Hunter gold turtle.gif]]&lt;br /&gt;
[[Image:Hunter gold wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 250 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
&lt;br /&gt;
==Kraken Slayer==&lt;br /&gt;
[[Image:Krakenslayer.gif]]&lt;br /&gt;
*'''How to Unlock''' - Kill a giant squid.&lt;br /&gt;
*This achievement became available on April 22, 2010.&lt;br /&gt;
*Graphic based on [http://www.shartak.com/profile.cgi?id=1262 lama]'s Shartak t-shirt design.&lt;br /&gt;
&lt;br /&gt;
==Novice Healer==&lt;br /&gt;
[[Image:Healer1.gif]]&lt;br /&gt;
*'''How to Unlock''' - Heal over 1000 Hit points.&lt;br /&gt;
*This achievement became available on June 12, 2010.&lt;br /&gt;
&lt;br /&gt;
==Serial Killer==&lt;br /&gt;
[[Image:Serial.gif]]&lt;br /&gt;
*'''How to Unlock''' - Kill ''over'' 1000 people on the island.&lt;br /&gt;
*This achievement became available on June 12th, 2010&lt;br /&gt;
*Design for this graphic was done by Anthor&lt;br /&gt;
&lt;br /&gt;
==Shartak Probie==&lt;br /&gt;
[[Image:Read tutorial.gif]]&lt;br /&gt;
*'''How to Unlock''' - Finish the tutorial successfully &lt;br /&gt;
*This achievement became available on October 05, 2010&lt;br /&gt;
*Trivia: Graphic created by Simon's son and named by Jaqs who really likes NCIS.&lt;br /&gt;
&lt;br /&gt;
==Silver Hunter Badges==&lt;br /&gt;
[[Image:Hunter silver alligator.gif]]&lt;br /&gt;
[[Image:Hunter silver bat.gif]]&lt;br /&gt;
[[Image:Hunter silver bear.gif]]&lt;br /&gt;
[[Image:Hunter silver elephant.gif]]&lt;br /&gt;
[[Image:Hunter silver giant spider.gif]]&lt;br /&gt;
[[Image:Hunter silver goat.gif]]&lt;br /&gt;
[[Image:Hunter silver large deer.gif]]&lt;br /&gt;
[[Image:Hunter silver large stag.gif]]&lt;br /&gt;
[[Image:Hunter silver monkey.gif]]&lt;br /&gt;
[[Image:Hunter silver parrot.gif]]&lt;br /&gt;
[[Image:Hunter silver rat.gif]]&lt;br /&gt;
[[Image:Hunter silver rhino.gif]]&lt;br /&gt;
[[Image:Hunter silver shargle.gif]]&lt;br /&gt;
[[Image:Hunter Silver Silverback.png]]&lt;br /&gt;
[[Image:Hunter silver small deer.gif]]&lt;br /&gt;
[[Image:Hunter silver tiger.gif]]&lt;br /&gt;
[[Image:Hunter silver turtle.gif]]&lt;br /&gt;
[[Image:Hunter silver wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 100 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
&lt;br /&gt;
=Special Achievements=&lt;br /&gt;
Some achievements are awarded due to special circumstances.  They are usually one off achievements, and only a select few get them.&lt;br /&gt;
&lt;br /&gt;
==April Fool's Day 2012==&lt;br /&gt;
[[Image:Aprilfools2012.gif]]&lt;br /&gt;
*'''How to Unlock''' - Had a character active on April 1st, 2012&lt;br /&gt;
*This achievement was awarded on April 2nd, 2012&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
[[Image:Palermoarchitect.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to [http://www.shartak.com/profile.cgi?id=20674 The Prisoner] for coming up with the design for Club Palermo&lt;br /&gt;
*This achievement was awarded on December 12, 2010&lt;br /&gt;
&lt;br /&gt;
==Doomsday Killer==&lt;br /&gt;
[[Image:Doomsday.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to [http://www.shartak.com/profile.cgi?id=9667 Eyes of a Hawk] for decimating the island in carnage on June 28th, 2012.  He killed over 100 people, and every shaman, Trader and Guard Dog.&lt;br /&gt;
*This achievement was awarded on July 7th, 2012&lt;br /&gt;
*This Badge was designed by G3N&lt;br /&gt;
&lt;br /&gt;
==Doomsday Victim==&lt;br /&gt;
[[Image:Doomsday victim.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to anyone who was killed by Eyes of a Hawk on the June 28th, 2012.&lt;br /&gt;
*This achievement was awarded on July 7th, 2012&lt;br /&gt;
*This Badge was designed by G3N&lt;br /&gt;
&lt;br /&gt;
==Easter 2010==&lt;br /&gt;
[[Image:Easter2010.gif]]&lt;br /&gt;
*'''How to Unlock''' - Had a character active during the week of Easter 2010.&lt;br /&gt;
*This achievement became available on April 15, 2010.&lt;br /&gt;
&lt;br /&gt;
==Old One==&lt;br /&gt;
[[Image:Oldone.gif]]&lt;br /&gt;
*'''How to Unlock''' - The character was active before August 2009.&lt;br /&gt;
*This achievement became available on May 9, 2010.&lt;br /&gt;
*There was a contest on who can make this achievement graphic, [[User:Twist|Twist]] was the competitor who won.&lt;br /&gt;
&lt;br /&gt;
==Royal Expedition's Grand Hunt Winner==&lt;br /&gt;
[[Image:Re elephant.gif]]&lt;br /&gt;
*'''How to Unlock''' - A one off Achievement awarded to [[User:Neil_Tathers|Neil Tathers]] for winning [[The Royal Expedition's Grand Hunt]].&lt;br /&gt;
*This achievement was awarded on January 2nd, 2011.&lt;br /&gt;
&lt;br /&gt;
==Team Tathers Totally Awesome Alligator Romp Participant==&lt;br /&gt;
[[Image:Ttaar.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to participants of [http://forum.shartak.com/index.php/topic,3440.0.html Team Tather's Totally Awesome Alligator Romp].&lt;br /&gt;
*This achievement was awarded on July 23, 2011.&lt;br /&gt;
&lt;br /&gt;
==Team Tathers Shargle, Bears and Goat Extravaganza Participant==&lt;br /&gt;
[[Image:Ttsbge.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to participants of [http://forum.shartak.com/index.php/topic,3783.0.html Team Tathers Shargle, Bears and Goat Extravaganza].&lt;br /&gt;
*This achievement was awarded on September 13th, 2012.&lt;br /&gt;
&lt;br /&gt;
==Treasure Hunter==&lt;br /&gt;
[[Image:Festertreasure.gif]]&lt;br /&gt;
*'''How to Unlock''' - A one off Achievement awarded to [http://www.shartak.com/profile.cgi?id=15031 Twist] for finding [[The Moderately Prodigious Treasure of Fester Shinetop]].&lt;br /&gt;
*This achievement was awarded on October 07, 2010&lt;br /&gt;
&lt;br /&gt;
==Wiki Master==&lt;br /&gt;
[[Image:Wikimaster.gif]]&lt;br /&gt;
*'''How to Unlock''' - An Achievement awarded to [http://www.shartak.com/profile.cgi?id=3936 Neil Tathers] and [http://www.shartak.com/profile.cgi?id=2993 Johan Crichton] for their work on keeping the wiki updated.&lt;br /&gt;
*This achievement was awarded on October 07, 2010&lt;br /&gt;
&lt;br /&gt;
[[category:Achievement]][[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Achievements&amp;diff=24167</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Achievements&amp;diff=24167"/>
		<updated>2013-07-28T02:05:18Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Gold Hunter Badges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Achievements are buttons that a player can have on their profile to brag about certain accomplishments made in-game.  These are a new addition to Shartak, introduced for the first time in Easter 2010.  They are being slowly introduced into Shartak, and such, only a few are available at the moment.  A player can only show five of these in their profile at a time.&lt;br /&gt;
&lt;br /&gt;
=In Game Achievements=&lt;br /&gt;
These achievements can be awarded to any character within the game as long as they fulfil the requirements.&lt;br /&gt;
&lt;br /&gt;
==Birthday Badges==&lt;br /&gt;
[[Image:Birthday1.gif]]&lt;br /&gt;
[[Image:Birthday2.gif]]&lt;br /&gt;
[[Image:Birthday3.gif]]&lt;br /&gt;
[[Image:Birthday4.gif]]&lt;br /&gt;
[[Image:Birthday5.gif]]&lt;br /&gt;
[[Image:Birthday6.gif]]&lt;br /&gt;
[[Image:Birthday7.gif]]&lt;br /&gt;
*'''How to Unlock''' - At every year one is on Shartak, they gain that anniversary badge.&lt;br /&gt;
*This achievement became available on May 3rd, 2012&lt;br /&gt;
&lt;br /&gt;
==Bronze Hunter Badges==&lt;br /&gt;
[[Image:Hunter bronze alligator.gif]]&lt;br /&gt;
[[Image:Hunter bronze bat.gif]]&lt;br /&gt;
[[Image:Hunter bronze bear.gif]]&lt;br /&gt;
[[Image:Hunter bronze elephant.gif]]&lt;br /&gt;
[[Image:Hunter bronze giant spider.gif]]&lt;br /&gt;
[[Image:Hunter bronze goat.gif]]&lt;br /&gt;
[[Image:Hunter bronze large deer.gif]]&lt;br /&gt;
[[Image:Hunter bronze large stag.gif]]&lt;br /&gt;
[[Image:Hunter bronze monkey.gif]]&lt;br /&gt;
[[Image:Hunter bronze parrot.gif]]&lt;br /&gt;
[[Image:Hunter bronze rat.gif]]&lt;br /&gt;
[[Image:Hunter bronze rhino.gif]]&lt;br /&gt;
[[Image:Hunter bronze shargle.gif]]&lt;br /&gt;
[[Image:Hunter bronze Silverback.png]]&lt;br /&gt;
[[Image:Hunter bronze small deer.gif]]&lt;br /&gt;
[[Image:Hunter bronze tiger.gif]]&lt;br /&gt;
[[Image:Hunter bronze turtle.gif]]&lt;br /&gt;
[[Image:Hunter bronze wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 25 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
*Trivia: On average 1 person a day gets one of these achievements.&lt;br /&gt;
&lt;br /&gt;
==Expert Healer==&lt;br /&gt;
[[Image:Healer2.gif]]&lt;br /&gt;
*'''How to Unlock''' - Heal over 10,000 Hit points.&lt;br /&gt;
*This achievement became available on June 12, 2010.&lt;br /&gt;
&lt;br /&gt;
==Exploration==&lt;br /&gt;
[[Image:Exploration.gif]]&lt;br /&gt;
*'''How to Unlock''' - Explore over 5000 island units.&lt;br /&gt;
*This achievement became available on June 13, 2010.&lt;br /&gt;
*Graphic based on [http://www.shartak.com/profile.cgi?id=1262 lama]'s Shartak t-shirt design.&lt;br /&gt;
&lt;br /&gt;
==Gold Hunter Badges==&lt;br /&gt;
[[Image:Hunter gold alligator.gif]]&lt;br /&gt;
[[Image:Hunter gold bat.gif]]&lt;br /&gt;
[[Image:Hunter gold bear.gif]]&lt;br /&gt;
[[Image:Hunter gold elephant.gif]]&lt;br /&gt;
[[Image:Hunter gold giant spider.gif]]&lt;br /&gt;
[[Image:Hunter gold goat.gif]]&lt;br /&gt;
[[Image:Hunter gold large deer.gif]]&lt;br /&gt;
[[Image:Hunter gold large stag.gif]]&lt;br /&gt;
[[Image:Hunter gold monkey.gif]]&lt;br /&gt;
[[Image:Hunter gold parrot.gif]]&lt;br /&gt;
[[Image:Hunter gold rat.gif]]&lt;br /&gt;
[[Image:Hunter gold rhino.gif]]&lt;br /&gt;
[[Image:Hunter gold shargle.gif]]&lt;br /&gt;
[[Image:Hunter gold Silverback.png]]&lt;br /&gt;
[[Image:Hunter gold small deer.gif]]&lt;br /&gt;
[[Image:Hunter gold tiger.gif]]&lt;br /&gt;
[[Image:Hunter gold turtle.gif]]&lt;br /&gt;
[[Image:Hunter gold wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 250 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
&lt;br /&gt;
==Kraken Slayer==&lt;br /&gt;
[[Image:Krakenslayer.gif]]&lt;br /&gt;
*'''How to Unlock''' - Kill a giant squid.&lt;br /&gt;
*This achievement became available on April 22, 2010.&lt;br /&gt;
*Graphic based on [http://www.shartak.com/profile.cgi?id=1262 lama]'s Shartak t-shirt design.&lt;br /&gt;
&lt;br /&gt;
==Novice Healer==&lt;br /&gt;
[[Image:Healer1.gif]]&lt;br /&gt;
*'''How to Unlock''' - Heal over 1000 Hit points.&lt;br /&gt;
*This achievement became available on June 12, 2010.&lt;br /&gt;
&lt;br /&gt;
==Serial Killer==&lt;br /&gt;
[[Image:Serial.gif]]&lt;br /&gt;
*'''How to Unlock''' - Kill ''over'' 1000 people on the island.&lt;br /&gt;
*This achievement became available on June 12th, 2010&lt;br /&gt;
*Design for this graphic was done by Anthor&lt;br /&gt;
&lt;br /&gt;
==Shartak Probie==&lt;br /&gt;
[[Image:Read tutorial.gif]]&lt;br /&gt;
*'''How to Unlock''' - Finish the tutorial successfully &lt;br /&gt;
*This achievement became available on October 05, 2010&lt;br /&gt;
*Trivia: Graphic created by Simon's son and named by Jaqs who really likes NCIS.&lt;br /&gt;
&lt;br /&gt;
==Silver Hunter Badges==&lt;br /&gt;
[[Image:Hunter silver alligator.gif]]&lt;br /&gt;
[[Image:Hunter silver bat.gif]]&lt;br /&gt;
[[Image:Hunter silver bear.gif]]&lt;br /&gt;
[[Image:Hunter silver elephant.gif]]&lt;br /&gt;
[[Image:Hunter silver giant spider.gif]]&lt;br /&gt;
[[Image:Hunter silver goat.gif]]&lt;br /&gt;
[[Image:Hunter silver large deer.gif]]&lt;br /&gt;
[[Image:Hunter silver large stag.gif]]&lt;br /&gt;
[[Image:Hunter silver monkey.gif]]&lt;br /&gt;
[[Image:Hunter silver parrot.gif]]&lt;br /&gt;
[[Image:Hunter silver rat.gif]]&lt;br /&gt;
[[Image:Hunter silver rhino.gif]]&lt;br /&gt;
[[Image:Hunter silver shargle.gif]]&lt;br /&gt;
[[Image:Hunter silver small deer.gif]]&lt;br /&gt;
[[Image:Hunter silver tiger.gif]]&lt;br /&gt;
[[Image:Hunter silver turtle.gif]]&lt;br /&gt;
[[Image:Hunter silver wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 100 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
&lt;br /&gt;
=Special Achievements=&lt;br /&gt;
Some achievements are awarded due to special circumstances.  They are usually one off achievements, and only a select few get them.&lt;br /&gt;
&lt;br /&gt;
==April Fool's Day 2012==&lt;br /&gt;
[[Image:Aprilfools2012.gif]]&lt;br /&gt;
*'''How to Unlock''' - Had a character active on April 1st, 2012&lt;br /&gt;
*This achievement was awarded on April 2nd, 2012&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
[[Image:Palermoarchitect.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to [http://www.shartak.com/profile.cgi?id=20674 The Prisoner] for coming up with the design for Club Palermo&lt;br /&gt;
*This achievement was awarded on December 12, 2010&lt;br /&gt;
&lt;br /&gt;
==Doomsday Killer==&lt;br /&gt;
[[Image:Doomsday.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to [http://www.shartak.com/profile.cgi?id=9667 Eyes of a Hawk] for decimating the island in carnage on June 28th, 2012.  He killed over 100 people, and every shaman, Trader and Guard Dog.&lt;br /&gt;
*This achievement was awarded on July 7th, 2012&lt;br /&gt;
*This Badge was designed by G3N&lt;br /&gt;
&lt;br /&gt;
==Doomsday Victim==&lt;br /&gt;
[[Image:Doomsday victim.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to anyone who was killed by Eyes of a Hawk on the June 28th, 2012.&lt;br /&gt;
*This achievement was awarded on July 7th, 2012&lt;br /&gt;
*This Badge was designed by G3N&lt;br /&gt;
&lt;br /&gt;
==Easter 2010==&lt;br /&gt;
[[Image:Easter2010.gif]]&lt;br /&gt;
*'''How to Unlock''' - Had a character active during the week of Easter 2010.&lt;br /&gt;
*This achievement became available on April 15, 2010.&lt;br /&gt;
&lt;br /&gt;
==Old One==&lt;br /&gt;
[[Image:Oldone.gif]]&lt;br /&gt;
*'''How to Unlock''' - The character was active before August 2009.&lt;br /&gt;
*This achievement became available on May 9, 2010.&lt;br /&gt;
*There was a contest on who can make this achievement graphic, [[User:Twist|Twist]] was the competitor who won.&lt;br /&gt;
&lt;br /&gt;
==Royal Expedition's Grand Hunt Winner==&lt;br /&gt;
[[Image:Re elephant.gif]]&lt;br /&gt;
*'''How to Unlock''' - A one off Achievement awarded to [[User:Neil_Tathers|Neil Tathers]] for winning [[The Royal Expedition's Grand Hunt]].&lt;br /&gt;
*This achievement was awarded on January 2nd, 2011.&lt;br /&gt;
&lt;br /&gt;
==Team Tathers Totally Awesome Alligator Romp Participant==&lt;br /&gt;
[[Image:Ttaar.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to participants of [http://forum.shartak.com/index.php/topic,3440.0.html Team Tather's Totally Awesome Alligator Romp].&lt;br /&gt;
*This achievement was awarded on July 23, 2011.&lt;br /&gt;
&lt;br /&gt;
==Team Tathers Shargle, Bears and Goat Extravaganza Participant==&lt;br /&gt;
[[Image:Ttsbge.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to participants of [http://forum.shartak.com/index.php/topic,3783.0.html Team Tathers Shargle, Bears and Goat Extravaganza].&lt;br /&gt;
*This achievement was awarded on September 13th, 2012.&lt;br /&gt;
&lt;br /&gt;
==Treasure Hunter==&lt;br /&gt;
[[Image:Festertreasure.gif]]&lt;br /&gt;
*'''How to Unlock''' - A one off Achievement awarded to [http://www.shartak.com/profile.cgi?id=15031 Twist] for finding [[The Moderately Prodigious Treasure of Fester Shinetop]].&lt;br /&gt;
*This achievement was awarded on October 07, 2010&lt;br /&gt;
&lt;br /&gt;
==Wiki Master==&lt;br /&gt;
[[Image:Wikimaster.gif]]&lt;br /&gt;
*'''How to Unlock''' - An Achievement awarded to [http://www.shartak.com/profile.cgi?id=3936 Neil Tathers] and [http://www.shartak.com/profile.cgi?id=2993 Johan Crichton] for their work on keeping the wiki updated.&lt;br /&gt;
*This achievement was awarded on October 07, 2010&lt;br /&gt;
&lt;br /&gt;
[[category:Achievement]][[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Hunter_gold_Silverback.png&amp;diff=24166</id>
		<title>File:Hunter gold Silverback.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Hunter_gold_Silverback.png&amp;diff=24166"/>
		<updated>2013-07-28T02:04:47Z</updated>

		<summary type="html">&lt;p&gt;Shadok: Gold Silverback badge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gold Silverback badge&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Hunter_Silver_Silverback.png&amp;diff=24165</id>
		<title>File:Hunter Silver Silverback.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Hunter_Silver_Silverback.png&amp;diff=24165"/>
		<updated>2013-07-28T02:04:44Z</updated>

		<summary type="html">&lt;p&gt;Shadok: Silver Silverback badge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Silver Silverback badge&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Achievements&amp;diff=24164</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Achievements&amp;diff=24164"/>
		<updated>2013-07-28T02:02:18Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Bronze Hunter Badges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Achievements are buttons that a player can have on their profile to brag about certain accomplishments made in-game.  These are a new addition to Shartak, introduced for the first time in Easter 2010.  They are being slowly introduced into Shartak, and such, only a few are available at the moment.  A player can only show five of these in their profile at a time.&lt;br /&gt;
&lt;br /&gt;
=In Game Achievements=&lt;br /&gt;
These achievements can be awarded to any character within the game as long as they fulfil the requirements.&lt;br /&gt;
&lt;br /&gt;
==Birthday Badges==&lt;br /&gt;
[[Image:Birthday1.gif]]&lt;br /&gt;
[[Image:Birthday2.gif]]&lt;br /&gt;
[[Image:Birthday3.gif]]&lt;br /&gt;
[[Image:Birthday4.gif]]&lt;br /&gt;
[[Image:Birthday5.gif]]&lt;br /&gt;
[[Image:Birthday6.gif]]&lt;br /&gt;
[[Image:Birthday7.gif]]&lt;br /&gt;
*'''How to Unlock''' - At every year one is on Shartak, they gain that anniversary badge.&lt;br /&gt;
*This achievement became available on May 3rd, 2012&lt;br /&gt;
&lt;br /&gt;
==Bronze Hunter Badges==&lt;br /&gt;
[[Image:Hunter bronze alligator.gif]]&lt;br /&gt;
[[Image:Hunter bronze bat.gif]]&lt;br /&gt;
[[Image:Hunter bronze bear.gif]]&lt;br /&gt;
[[Image:Hunter bronze elephant.gif]]&lt;br /&gt;
[[Image:Hunter bronze giant spider.gif]]&lt;br /&gt;
[[Image:Hunter bronze goat.gif]]&lt;br /&gt;
[[Image:Hunter bronze large deer.gif]]&lt;br /&gt;
[[Image:Hunter bronze large stag.gif]]&lt;br /&gt;
[[Image:Hunter bronze monkey.gif]]&lt;br /&gt;
[[Image:Hunter bronze parrot.gif]]&lt;br /&gt;
[[Image:Hunter bronze rat.gif]]&lt;br /&gt;
[[Image:Hunter bronze rhino.gif]]&lt;br /&gt;
[[Image:Hunter bronze shargle.gif]]&lt;br /&gt;
[[Image:Hunter bronze Silverback.png]]&lt;br /&gt;
[[Image:Hunter bronze small deer.gif]]&lt;br /&gt;
[[Image:Hunter bronze tiger.gif]]&lt;br /&gt;
[[Image:Hunter bronze turtle.gif]]&lt;br /&gt;
[[Image:Hunter bronze wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 25 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
*Trivia: On average 1 person a day gets one of these achievements.&lt;br /&gt;
&lt;br /&gt;
==Expert Healer==&lt;br /&gt;
[[Image:Healer2.gif]]&lt;br /&gt;
*'''How to Unlock''' - Heal over 10,000 Hit points.&lt;br /&gt;
*This achievement became available on June 12, 2010.&lt;br /&gt;
&lt;br /&gt;
==Exploration==&lt;br /&gt;
[[Image:Exploration.gif]]&lt;br /&gt;
*'''How to Unlock''' - Explore over 5000 island units.&lt;br /&gt;
*This achievement became available on June 13, 2010.&lt;br /&gt;
*Graphic based on [http://www.shartak.com/profile.cgi?id=1262 lama]'s Shartak t-shirt design.&lt;br /&gt;
&lt;br /&gt;
==Gold Hunter Badges==&lt;br /&gt;
[[Image:Hunter gold alligator.gif]]&lt;br /&gt;
[[Image:Hunter gold bat.gif]]&lt;br /&gt;
[[Image:Hunter gold bear.gif]]&lt;br /&gt;
[[Image:Hunter gold elephant.gif]]&lt;br /&gt;
[[Image:Hunter gold giant spider.gif]]&lt;br /&gt;
[[Image:Hunter gold goat.gif]]&lt;br /&gt;
[[Image:Hunter gold large deer.gif]]&lt;br /&gt;
[[Image:Hunter gold large stag.gif]]&lt;br /&gt;
[[Image:Hunter gold monkey.gif]]&lt;br /&gt;
[[Image:Hunter gold parrot.gif]]&lt;br /&gt;
[[Image:Hunter gold rat.gif]]&lt;br /&gt;
[[Image:Hunter gold rhino.gif]]&lt;br /&gt;
[[Image:Hunter gold shargle.gif]]&lt;br /&gt;
[[Image:Hunter gold small deer.gif]]&lt;br /&gt;
[[Image:Hunter gold tiger.gif]]&lt;br /&gt;
[[Image:Hunter gold turtle.gif]]&lt;br /&gt;
[[Image:Hunter gold wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 250 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
&lt;br /&gt;
==Kraken Slayer==&lt;br /&gt;
[[Image:Krakenslayer.gif]]&lt;br /&gt;
*'''How to Unlock''' - Kill a giant squid.&lt;br /&gt;
*This achievement became available on April 22, 2010.&lt;br /&gt;
*Graphic based on [http://www.shartak.com/profile.cgi?id=1262 lama]'s Shartak t-shirt design.&lt;br /&gt;
&lt;br /&gt;
==Novice Healer==&lt;br /&gt;
[[Image:Healer1.gif]]&lt;br /&gt;
*'''How to Unlock''' - Heal over 1000 Hit points.&lt;br /&gt;
*This achievement became available on June 12, 2010.&lt;br /&gt;
&lt;br /&gt;
==Serial Killer==&lt;br /&gt;
[[Image:Serial.gif]]&lt;br /&gt;
*'''How to Unlock''' - Kill ''over'' 1000 people on the island.&lt;br /&gt;
*This achievement became available on June 12th, 2010&lt;br /&gt;
*Design for this graphic was done by Anthor&lt;br /&gt;
&lt;br /&gt;
==Shartak Probie==&lt;br /&gt;
[[Image:Read tutorial.gif]]&lt;br /&gt;
*'''How to Unlock''' - Finish the tutorial successfully &lt;br /&gt;
*This achievement became available on October 05, 2010&lt;br /&gt;
*Trivia: Graphic created by Simon's son and named by Jaqs who really likes NCIS.&lt;br /&gt;
&lt;br /&gt;
==Silver Hunter Badges==&lt;br /&gt;
[[Image:Hunter silver alligator.gif]]&lt;br /&gt;
[[Image:Hunter silver bat.gif]]&lt;br /&gt;
[[Image:Hunter silver bear.gif]]&lt;br /&gt;
[[Image:Hunter silver elephant.gif]]&lt;br /&gt;
[[Image:Hunter silver giant spider.gif]]&lt;br /&gt;
[[Image:Hunter silver goat.gif]]&lt;br /&gt;
[[Image:Hunter silver large deer.gif]]&lt;br /&gt;
[[Image:Hunter silver large stag.gif]]&lt;br /&gt;
[[Image:Hunter silver monkey.gif]]&lt;br /&gt;
[[Image:Hunter silver parrot.gif]]&lt;br /&gt;
[[Image:Hunter silver rat.gif]]&lt;br /&gt;
[[Image:Hunter silver rhino.gif]]&lt;br /&gt;
[[Image:Hunter silver shargle.gif]]&lt;br /&gt;
[[Image:Hunter silver small deer.gif]]&lt;br /&gt;
[[Image:Hunter silver tiger.gif]]&lt;br /&gt;
[[Image:Hunter silver turtle.gif]]&lt;br /&gt;
[[Image:Hunter silver wild boar.gif]]&lt;br /&gt;
&lt;br /&gt;
*'''How to Unlock''' - Kill 100 of a specific animal&lt;br /&gt;
*This achievement became available on January 11, 2011&lt;br /&gt;
*These badges were designed by [http://www.shartak.com/profile.cgi?id=20287 Bobby the Hatchet]&lt;br /&gt;
&lt;br /&gt;
=Special Achievements=&lt;br /&gt;
Some achievements are awarded due to special circumstances.  They are usually one off achievements, and only a select few get them.&lt;br /&gt;
&lt;br /&gt;
==April Fool's Day 2012==&lt;br /&gt;
[[Image:Aprilfools2012.gif]]&lt;br /&gt;
*'''How to Unlock''' - Had a character active on April 1st, 2012&lt;br /&gt;
*This achievement was awarded on April 2nd, 2012&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
[[Image:Palermoarchitect.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to [http://www.shartak.com/profile.cgi?id=20674 The Prisoner] for coming up with the design for Club Palermo&lt;br /&gt;
*This achievement was awarded on December 12, 2010&lt;br /&gt;
&lt;br /&gt;
==Doomsday Killer==&lt;br /&gt;
[[Image:Doomsday.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to [http://www.shartak.com/profile.cgi?id=9667 Eyes of a Hawk] for decimating the island in carnage on June 28th, 2012.  He killed over 100 people, and every shaman, Trader and Guard Dog.&lt;br /&gt;
*This achievement was awarded on July 7th, 2012&lt;br /&gt;
*This Badge was designed by G3N&lt;br /&gt;
&lt;br /&gt;
==Doomsday Victim==&lt;br /&gt;
[[Image:Doomsday victim.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to anyone who was killed by Eyes of a Hawk on the June 28th, 2012.&lt;br /&gt;
*This achievement was awarded on July 7th, 2012&lt;br /&gt;
*This Badge was designed by G3N&lt;br /&gt;
&lt;br /&gt;
==Easter 2010==&lt;br /&gt;
[[Image:Easter2010.gif]]&lt;br /&gt;
*'''How to Unlock''' - Had a character active during the week of Easter 2010.&lt;br /&gt;
*This achievement became available on April 15, 2010.&lt;br /&gt;
&lt;br /&gt;
==Old One==&lt;br /&gt;
[[Image:Oldone.gif]]&lt;br /&gt;
*'''How to Unlock''' - The character was active before August 2009.&lt;br /&gt;
*This achievement became available on May 9, 2010.&lt;br /&gt;
*There was a contest on who can make this achievement graphic, [[User:Twist|Twist]] was the competitor who won.&lt;br /&gt;
&lt;br /&gt;
==Royal Expedition's Grand Hunt Winner==&lt;br /&gt;
[[Image:Re elephant.gif]]&lt;br /&gt;
*'''How to Unlock''' - A one off Achievement awarded to [[User:Neil_Tathers|Neil Tathers]] for winning [[The Royal Expedition's Grand Hunt]].&lt;br /&gt;
*This achievement was awarded on January 2nd, 2011.&lt;br /&gt;
&lt;br /&gt;
==Team Tathers Totally Awesome Alligator Romp Participant==&lt;br /&gt;
[[Image:Ttaar.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to participants of [http://forum.shartak.com/index.php/topic,3440.0.html Team Tather's Totally Awesome Alligator Romp].&lt;br /&gt;
*This achievement was awarded on July 23, 2011.&lt;br /&gt;
&lt;br /&gt;
==Team Tathers Shargle, Bears and Goat Extravaganza Participant==&lt;br /&gt;
[[Image:Ttsbge.gif]]&lt;br /&gt;
*'''How to Unlock''' - Awarded to participants of [http://forum.shartak.com/index.php/topic,3783.0.html Team Tathers Shargle, Bears and Goat Extravaganza].&lt;br /&gt;
*This achievement was awarded on September 13th, 2012.&lt;br /&gt;
&lt;br /&gt;
==Treasure Hunter==&lt;br /&gt;
[[Image:Festertreasure.gif]]&lt;br /&gt;
*'''How to Unlock''' - A one off Achievement awarded to [http://www.shartak.com/profile.cgi?id=15031 Twist] for finding [[The Moderately Prodigious Treasure of Fester Shinetop]].&lt;br /&gt;
*This achievement was awarded on October 07, 2010&lt;br /&gt;
&lt;br /&gt;
==Wiki Master==&lt;br /&gt;
[[Image:Wikimaster.gif]]&lt;br /&gt;
*'''How to Unlock''' - An Achievement awarded to [http://www.shartak.com/profile.cgi?id=3936 Neil Tathers] and [http://www.shartak.com/profile.cgi?id=2993 Johan Crichton] for their work on keeping the wiki updated.&lt;br /&gt;
*This achievement was awarded on October 07, 2010&lt;br /&gt;
&lt;br /&gt;
[[category:Achievement]][[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Hunter_bronze_Silverback.png&amp;diff=24163</id>
		<title>File:Hunter bronze Silverback.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Hunter_bronze_Silverback.png&amp;diff=24163"/>
		<updated>2013-07-28T01:55:13Z</updated>

		<summary type="html">&lt;p&gt;Shadok: The Bronze Silverback icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bronze Silverback icon&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23254</id>
		<title>The Necromancers Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23254"/>
		<updated>2011-08-08T09:41:38Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Other active members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{clanbox_test|&lt;br /&gt;
clan_name=The Necromancers Guild|&lt;br /&gt;
official_id=232|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Necromancer_Skull2.JPG‎|180px]]|&lt;br /&gt;
clan_leaders={{profile|9922|Etherdrifter}}|&lt;br /&gt;
clan_membership=19 active 67 inactive|&lt;br /&gt;
clan_recruit=Any who seek power through death or the dead.|&lt;br /&gt;
clan_goals=To coexist with our spirit kin.|&lt;br /&gt;
clan_contact=[http://etherdrifter.proboards67.com/index.cgi? The forum] or in-game.|&lt;br /&gt;
sort_as=|&lt;br /&gt;
active=yes|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Our Pitch''' ==&lt;br /&gt;
&lt;br /&gt;
Are you a lost soul who is carelessly cast out of every village by those unrelenting exorcists? Perhaps you’re a shaman craving forbidden power and ultimate riches, or a researcher aspiring to uncover the secrets behind Shartak's many amulets? Maybe you’re simply a mortal pursuing  the secret of lichdom, life beyond death? &lt;br /&gt;
&lt;br /&gt;
Then join us in our quest. We are not the black mages we are painted to be! Certainly our arts may involve using spirits to harm the living but we do patch them up afterwards.. &lt;br /&gt;
&lt;br /&gt;
Our knowledge of the spirit world is second to none. We tirelessly work at the fore-front of island research in all areas relating to the undead, amulets and shaman abilities. &lt;br /&gt;
&lt;br /&gt;
...And let's face it, a group of spirit allies can raise hell when you’re planning a town raid.&lt;br /&gt;
&lt;br /&gt;
'''Should you wish to join us feel free, membership is open and we welcome those from all walks of life, outsiders and natives. The guild is also available to hire - should you require a spiritual assault, simply contact us on the forum.'''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== '''Definitions''' ==&lt;br /&gt;
&lt;br /&gt;
* The '''Spirit Hut''' is a sacred guild hut, where Necromancer law rules. It is a place of knowledge and marked by the passing of the dead. Spirits and guild members have free rein in this hut and expect to exist in peace. Exorcising a spirit from there is punishable by death.Currently, there is one Spirit Hut. It is in [[Wiksik]] and marked by it's own icon.&lt;br /&gt;
&lt;br /&gt;
* The Necromancers Guild includes an elite fighting force known as the '''Death Knights'''. They are responsible for fulfilling contracts or bounties and slaying those on the guild’s KOS list. The Death Knights only target those on the KOS list or those personally requested by Etherdrifter and will always state that it is a guild-requested execution. Anything else is personal and responsibilty lies between the Knight and his victim. Not the guild. They are led by the Chief Death Knight, who assigns targets and ensures the KOS list is kept up-to-date. &lt;br /&gt;
&lt;br /&gt;
* The '''Ferryman''' or '''Ferrywoman''' plays an important role in the guild. He or she helps others to journey from the Land of the Living, to the Land of the Dead. Essentially, this is done by striking them down but only those who wish to become spirits for reasons of their own choosing. They must verbalise their request. Remember, this is a service that the Ferryman performs for the guild, so remember to thank them - don’t stab them!&lt;br /&gt;
&lt;br /&gt;
* '''Guild Diplomats''' are those who find words come easily to them. They can express the intentions and beliefs of the guild and as so, are able to speak for the guild when the need arises.&lt;br /&gt;
&lt;br /&gt;
* '''War Veterans''' are highly respected in the guild. They fought alongside the Guildmaster and defended the guild policies, during the times of war. As such, they maintain higher positions within the guild.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Knights''' are composed of the stronger members of the Necromancers Guild, dedicated to punishing those who would do offense against the Guild. Membership in this order is granted only by invitation to Wiksikian Shamans of level 10 or higher. Spirit Knights report to '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
* '''Death Alchemists''' are a part of the science-specific wing of the Necromancers Guild. They are dedicated to the restocking of supplies and potions. They also take part in various other research projects. Death Alchemists report to '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
* The '''Dark Council''' is composed of six trusted guild members. Each Dark Council member is a leader of a certain field within the guild and is responsible for different tasks in the day to day running of the guild. The Dark Council positions and tasks are as follows:&lt;br /&gt;
**'''The Master/Mistress of Knowledge''' is the lead researcher and organiser of projects.&lt;br /&gt;
**'''The Great Wraith''' is the leader of guild spirits and organiser of spirit raids.&lt;br /&gt;
**'''The Master/Mistress of Potions''' is the leader of guild alchemists,organiser of fungi juicing and wine brewing, and also leader of the hidden settlement know as Necropolis.&lt;br /&gt;
**'''The Chief Death Knight''' is the leader of the Death Knights and is responsible for upholding guild law.&lt;br /&gt;
**'''The Council Mouth''' is the leader of the diplomats and responsible for updating the forum and Necromancer's Wiki Page.&lt;br /&gt;
**'''The Master/Mistress of Healing''' is the leader of guild healers and in charge of organising healing posts.&lt;br /&gt;
&lt;br /&gt;
== '''The Wars''' ==&lt;br /&gt;
&lt;br /&gt;
The Necromancer War, referred to here as ('''NW'''), began during January 2008. A brief summary will be given purely as a record, but there is a more in-depth analysis [http://wiki.shartak.com/index.php/Wiksik_PKers/War_Against_The_Necromancers here]. &lt;br /&gt;
There is also a full record collected by [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
&lt;br /&gt;
“January saw Wiksik in the grip of war. Wiksik villagers, led by {{profile|13082 |Black Fang}} (later known as the Grand Tyrant of Wiksik) turned on the Necromancers Guild. The reason for this was a Necromancer murdering Black Fang for slaughtering an outsider within Wiksik territory. Despite the guild pointing out that this was not a result of guild policy, but the actions of a lone guild member, this led to the villagers and shaman of Wiksik declaring war upon the guild. The main argument they had with the guild was the Guild Policy of killing natives who practiced exorcism in the Medical hut (renamed the Spirit hut by Necromancers) in opposition to the Necromancers' beliefs. The War lasted approximately 11 days, before the guild apologised and agreed to edit some policies.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second war involving the guild took place during February 2008 and was fought against the Stamp Out Shamanism clan led by &lt;br /&gt;
&lt;br /&gt;
{{profile|11429 |Um Bongo}}. This is here referred to as ('''SOSW'''). Once again Big Kahuuna performed a large service to the guild by keeping records of the events [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
“SOS were against the Necromancers Guild’s use of spirits in the Medical hut and took issue with the guild. Their guild members began to repeatedly attack several of our own without provocation. Etherdrifter eventually declared war on the SOS guild. He was aided in the war by several key guild members - Ziggyirked, Bruce Lee, Cheesesteak and AliceBeth slaughtered  the SOS members at every chance. They themselves were also cut down many times. Bhaal and Vortex healed the wounded and fought for peace through diplomacy. Stamp Out Shamanism eventually degenerated to a feeble parody of the guild, named the Necrophiliacs Guild, when some members of SOS became disillusioned with their guild and left. The Necrophiliacs Guild included notable members such as Um Bongo, {{profile|13175 |Shining Willies}}, &lt;br /&gt;
&lt;br /&gt;
{{profile|13906 |Hugh Jorgan}}, {{profile|14112 |Mike Oldfield}}, {{profile|4099 |Pianoman}}, and the truly pathetic {{profile|14252 |Ethernoobster}}, who were all rewarded with a stint on the KOS list. Some names have since been removed but Um Bongo has been given a permanent KOS status. Eventually, they all buggered off and Um Bongo left for York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third war involving the guild took place during October 2008 all the way till August 2009.  It took part against a group called Greater Shartak Unification Coalition (GSUC) and State Of New York (SONY).&lt;br /&gt;
&lt;br /&gt;
This war is referred to as ('''GSUCW''') and is one of the guild's darkest hours. The war began when a group of outsiders banded together to form the Greater Shartak Unification Coalition - far from unifying the island, their goal was simply to wipe out and enslave the native race. They targeted Wiksik, home of the Necromancers Guild and the Kingdom of Skulls, viewing the village as the biggest threat. It was, after all, the source of two of the strongest clans in Shartak. This was the catalyst that finally prompted a proper Outsider response, for fear they would not be able to answer the threat the village posed. &lt;br /&gt;
Whilst it’s entirely possible that GSUC started clan life with noble intentions, they soon began to attract the lowest, most despicable Shartak players. It was a clan where their in-game actions, no matter how degrading or insensitive, were tolerated and indeed encouraged. Notable examples are {{profile|13430|Kill Thrill}} and {{profile|13534|Stan666}} (both under a number of user names).&lt;br /&gt;
During November 2008, the Guild lost two of it’s well-known members to the ranks of GSUC. {{profile|14125|John the Baptist}} was punished by the Guild for breaking Guild Law and turned traitor, fleeing to the open arms of GSUC, taking {{profile|13854|Monopod}} with him. GSUC continued to claim power over Wiksik, or as they dubbed it ‘New York’. Once allied, John the Baptist was awarded the rank of Governor of New York by his new clan and created the State of New York clan in an attempt to bring Wiksik to her knees. &lt;br /&gt;
Day after day the Guild and our allies were targeted, but nothing so vile as the abuse hurled at current leader of the KOS, {{profile|10965|Anthor}}. Eventually, peaceful members of the Necromancers Guild were relocated to the hidden city of Necropolis. A few continued to fight the good fight in Wiksik and our history will remember them. Eventually the threat of GSUC dried up. The clan remains to this day, though their leader is inactive. Their wounds inflicted upon Wiksik also remain and have not entirely healed.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Members''' == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guildmaster''' - {{profile|9922|Etherdrifter}} is the guildmaster and founder of this great order. &lt;br /&gt;
&lt;br /&gt;
=== '''War Veterans''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|10965 |Anthor}} is leader of the KOW. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''Idle War Veterans'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|16673 |Absinthe_Fairy}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|6327 |Ajent ghost}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13248 |AliceBeth}} is a Death Knight, a Guild Diplomat and the daughter of Etherdrifter.  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|10352 |Big Kahuuna}} kept records of the first war and is considered a Guild Elder. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|18437 |Bokor}} is a guild apprentice. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11933 |Bruce Lee}} is a Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12513 |deathtothenormals}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11526 |Goodaids}} is a guild healer. ('''SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13266 |Halcogeth}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13449 |hawkeye099}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14210 |Mindrender}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|1129 |nineless}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13446 |Psycho Darko}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14371 |runemasteryx}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13922 |TallDarkugly}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} Creedian ally within the guild. ('''SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14755 |UberDrag}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12819 |vikiki}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12867 |Vortex}}  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12400 |xtbotts}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|2925 |Ziggyirked}} is a guild ferrywoman. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''The Dark Council'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} is '''The Master of Knowledge'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20732 |Mortis}} is '''The Great Wraith'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20946 |Jesus H Christ}} is '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20677 |Jahnam Nehkan}} is '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|19827 |richardskull16}} is '''The Council Mouth'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|22158 |Zohtun}} is '''The Master of Healing'''.&lt;br /&gt;
&lt;br /&gt;
=== '''Other active members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|19470 |Al contrario}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|20624 |Baby Birch}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19816 |CompletelyRandom}} is a guild apprentice and researcher.&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21503 |Dunjk}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19472 |Feathers}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21072 |Kakepatis}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21465 |Isa Hart}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|12225 |Liberal Pi}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21477 |Mestigiot}} is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|13358 |Nekrotzar}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|17218 |nyvag0}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|19914 |Salen}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20572 |Seizon}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21869 |Signed}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20958 |The Shadow}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21673 |xDante}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|20050 |Ur-Zakunrun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21120 |Xek}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
=== '''Idle members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|21403 |Alexander Lucard}}&lt;br /&gt;
&lt;br /&gt;
{{profile|18650 |andorians}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15352 |Angron}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21006 |animus}} &lt;br /&gt;
&lt;br /&gt;
{{profile|9833 |Arturius}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16180 |camperdave614}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20510 |Casper the Unfriendly Ghost}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21468 |Circe}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15411 |Clesalir}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20612 |Dahlia Rae}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20988 |Dances with Kevin Costner}} &lt;br /&gt;
&lt;br /&gt;
{{profile|6199 |dar07}}&lt;br /&gt;
&lt;br /&gt;
{{profile|17294 |DebWreck1}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16269 |Diwen}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12540 |Drifting Ether}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15222 |Eowhyn}}&lt;br /&gt;
&lt;br /&gt;
{{profile|9762 |Eric}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1554 |Escariot}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20094 |falling sand}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20407 |FireBug}} &lt;br /&gt;
&lt;br /&gt;
{{profile|16594 |Frib}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20712 |Grandmaster Doom}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Koulianne}}&lt;br /&gt;
&lt;br /&gt;
{{profile|10860 |Lubat}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19429 |Madam Nico}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|19899 |Malvado}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21279 |Margath Shakam}} &lt;br /&gt;
&lt;br /&gt;
{{profile|19343 |Mehrunes Dagon}} &lt;br /&gt;
&lt;br /&gt;
{{profile|18036 |Myao}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Olivia}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|20433 |Ortega}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16954 |pink malibu}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15916 |Robot Chicken}} &lt;br /&gt;
&lt;br /&gt;
{{profile|8145 |Shadow Soul}}&lt;br /&gt;
&lt;br /&gt;
{{profile|11316 |Squatch}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21061 |The Prophet Of Life}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12501 |Trapper}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20286 |Tuktuk}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20438 |Yuni Von}}&lt;br /&gt;
&lt;br /&gt;
==='''Retired Members'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12991 |Cheesesteak}} was the Chief Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|15021 |SilyLilyPily}} was a Guild Researcher. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''Mascots'''===&lt;br /&gt;
&lt;br /&gt;
Toledo the elephant&lt;br /&gt;
&lt;br /&gt;
== '''Guild Law''' ==&lt;br /&gt;
&lt;br /&gt;
These are the laws of our guild, their penalties vary according to the crime. Punishments are harsh but fair, there is warning before any serious action is taken and every death sentence will be accompanied by a reason. Laws are only applicable in Wiksik and Spirit huts at the moment. There are specific laws for each branch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning sacred Spirit Huts: '''&lt;br /&gt;
&lt;br /&gt;
* To exorcise from this hut carries with it a death sentence, no more no less. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* To kill a guild member in this hut (outsider or native) carries a death sentence, a single death for a single death. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* Murder by Wailing is permitted in the hut, it is a risk you take in its use. Attempts to take revenge for a wail related Spirit hut death will be considered as murder within the hut and punished accordingly. &lt;br /&gt;
* Murder by Malevolence is not permitted, the penalty is applied to the invoker and not the spirit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning Wiksik: '''&lt;br /&gt;
&lt;br /&gt;
* Invocation for the purpose of Exorcism is forbidden if the spirit invoked was residing in the spirit hut during the time of Invocation. For a first offence a verbal warning is given. If a further offence is committed after receiving the warning, a death penalty is applied for each invoke (of a spirit from the hut) and exorcism (of said spirit from the hut). This crime will never result in a KOS unless there are extreme circumstances. &lt;br /&gt;
* Murder of a guild member is frowned upon by the guild. However, if the guild member was committing a crime then there will be no retribution (I.e. if a guild member murders you, you have every right to kill them in return). If the guild member is peaceful and is not violating any law it will be treated similar to a murder within the Spirit Hut and punished accordingly.&lt;br /&gt;
* Assault of a guild member is not punished unless the guild member in question is killed later on as a direct result of the assault. Wailing is not constituted as assault. &lt;br /&gt;
* Malevolence in the Spirit Hut that results in the death of a guild member is punishable by guild law by the guild.  Malevolence in the Spirit Hut that results in the death of a non-guild member is punishable but not by the guild.  &lt;br /&gt;
* Wailing that results in death is not punishable by the guild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guild policy regarding Outsiders:'''&lt;br /&gt;
&lt;br /&gt;
The Necromancers guild will not attack outsiders in Wiksik, but nor will we defend them. &lt;br /&gt;
Specifically: &lt;br /&gt;
* Hostile outsiders (targeting Wiksik or the guild), such as those on the KOS list, will be attacked. &lt;br /&gt;
* Harmless outsiders, such as traders, will not be attacked but should state their intentions. &lt;br /&gt;
* Outsiders in foreign towns - e.g. York - or at the Shipwreck are fair game for raids and attacks.&lt;br /&gt;
* The exception to the rule above are allies of the guild and those who have proven their peaceful intentions to the guild.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Edicts In Place''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is for any guild edicts currently in place.  They are alterations to the law for special circumstances, and as such take precedence over guild law till the edict is revoked.&lt;br /&gt;
&lt;br /&gt;
== '''Guild History''' - Events that affected the guild. ==&lt;br /&gt;
&lt;br /&gt;
'''The Beginning.''' December 2007.&lt;br /&gt;
&lt;br /&gt;
Founded in late 2007 the Necromancers Guild quickly rose to power in the village of Wiksik. With their grasp of the Spirit World and their swift bargaining they took control of the local medical hut and renamed it the Spirit Hut. With the founding of the guild, shaman and spirit alike flocked to the previously quiet village of Wiksik and thus a new age was born. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The First War.''' January 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers War began. (See the First War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Second War.''' February 2008.&lt;br /&gt;
&lt;br /&gt;
The war with the SOS guild began. (See the Second War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alliance with the KOS.''' June 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers Guild allied with the Kingdom of Skulls during June 2008. Etherdrifter accepted the position of Royal Magician, agreeing to ally with the Kingdom for mutual benefit and several guild members joined the other clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Black Fang passes on.''' October 2008.&lt;br /&gt;
&lt;br /&gt;
After the loss of Black Fang, Etherdrifter weaved powerful magics to seal the KOS Throne room. This was done partly in tribute to the Grand Tyrant, but also to force the new KOS leader, {{profile|10965 |Anthor}}  to prove his worth. If Anthor failed to complete a quest set by the Gods, the Throne room would remain sealed forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GSUC's Rise.''' October 2008&lt;br /&gt;
&lt;br /&gt;
The GSUC clan was formed and launched an attacked on Wiksik including repeatedly killing the village Shaman and using stolen Guild tactics such as launching attacks on the medical hut. (See the Third War) Three Guild members, John The Baptist, Monopod and Witch of Endor turned traitor and join the ranks of GSUC at this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Necropolis.''' October 2008&lt;br /&gt;
&lt;br /&gt;
Due to the benevolence of the powers that be the guild had Wiksik re-named &amp;quot;Necropolis&amp;quot; for 2 days in celebration of Halloween.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Etherdrifter's retirement.''' January 2009&lt;br /&gt;
&lt;br /&gt;
Etherdrifter retired as guildmaster and named his daughter, AliceBeth, as his successor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exodus.''' February 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members, tired of the constant wars in Wiksik, left and founded a secret city dubbed Necropolis deep in the island's cavernous network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reclamation.''' April 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members returned to Wiksik as Etherdrifter left the Sacred Space and began his war against the dissident Necromancers John The Baptist and Monopod. AliceBeth gave up the Guild leadership to her father.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The End Of Days.''' Early August 2009&lt;br /&gt;
&lt;br /&gt;
Simon declares that Shartak is closing due to too many complaints.  The Guild gathers in the spirit hut in wiksik to wait for the end.  Drinking down the last of the poison berry wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A period of peace and research.''' Late August 2009&lt;br /&gt;
&lt;br /&gt;
With the announcement that Shartak was not going to sink into the sea, Guild members spent their time researching and uncovered many of the island's hidden mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rebirth.''' November 2009&lt;br /&gt;
&lt;br /&gt;
With Shartak V2 phase one released, the Guild once again begins to actively recruit new members and expand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''KOS Vs KOW''' March-April 2010&lt;br /&gt;
&lt;br /&gt;
A scion of Black Fang appeared, King Kuru, and his appearence shook the guild to it's core for he declared war on the KOW.  The guild remained neutral, the spirit hut a sacred space for all to rest.  The end of the war was bought about when Kuru refused to attend peace talks.  Some say it was Ether who called down the meteor, others say it was the creator himself.  All that is known is that the throne room was no more, the moment Etherdrifter denounced Kuru and chose in favour of Anthor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Royal Court Incident''' Late August 2010&lt;br /&gt;
&lt;br /&gt;
This was another troubled time for the guild.  Queen Monaliza of the royal court of raktam declared necromancy illegal in Raktam and ordered all necromancers to quit the village.  The guild complied but broke it's alliance to the royal court as a result.&lt;br /&gt;
&lt;br /&gt;
== '''Wanted:''' ==&lt;br /&gt;
&lt;br /&gt;
There are several positions currently available in the guild:&lt;br /&gt;
&lt;br /&gt;
* '''Trader.'''&lt;br /&gt;
There is an opportunity for an Island trader to make some money with the guild. We require lots of amulets, especially silver skull crosses. This would be a regular contract, not a one off. We can also supply healing herbs as required. For more information, sign up at the forum or contact Etherdrifter in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Death Knights.'''&lt;br /&gt;
There are currently several Death Knight positions open in the guild. Requirements include being a member of the Necromancers Guild and having several attack skills. The ability to track people is preferable as is outsider knowledge for use of GPS units, but neither are necessary. See the Death Knight definition to find out what work is entailed. For more information, sign up at the forum or contact {{profile|9922|Etherdrifter}} in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Researcher.'''&lt;br /&gt;
We are currently recruiting researchers to find out the secrets of the island, and keep up with the changes upon it, contact Tracer in game or on the guild forums&lt;br /&gt;
&lt;br /&gt;
== '''The current KOS  list:''' ==&lt;br /&gt;
&lt;br /&gt;
'''Permanent KOS:'''&lt;br /&gt;
* {{profile|11429 |Um Bongo}}&lt;br /&gt;
* {{profile|14125 |John the Baptist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Priority:'''&lt;br /&gt;
'''For the repeated murder of guild members:'''&lt;br /&gt;
* Any members of the clan [http://www.shartak.com/clanview.cgi?id=383 Greater Shartak Unification Coalition].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For Treason'''&lt;br /&gt;
* {{profile|14679 |Witch of Endor}}&lt;br /&gt;
* {{profile|13854 |Monopod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Short Term '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information or to submit a request for KOS status, see {{profile|20677 |Jahnam Nehkan}},on the Necromancers Guild forum or in game.&lt;br /&gt;
&lt;br /&gt;
== '''Forum''' ==&lt;br /&gt;
The Necromancers Guild has its own [http://etherdrifter.proboards67.com/index.cgi? forum]. If you wish to contact a guild member (out of character) then it’s best to sign up there and send them a message or leave a post.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Shadok/Scribblepad&amp;diff=23221</id>
		<title>User:Shadok/Scribblepad</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Shadok/Scribblepad&amp;diff=23221"/>
		<updated>2011-07-31T12:53:46Z</updated>

		<summary type="html">&lt;p&gt;Shadok: New page: This'll be my scribblepad for new ideas and development.  Since you're here, give me feedback.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This'll be my scribblepad for new ideas and development.&lt;br /&gt;
&lt;br /&gt;
Since you're here, give me feedback.&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Endurance_Skills&amp;diff=23218</id>
		<title>Endurance Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Endurance_Skills&amp;diff=23218"/>
		<updated>2011-07-27T06:44:47Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Body building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like the name applies, all these skills help with the defense of a character by increasing their hit points, and by attacking with more damage than before.  These skills are incredibly useful for new players.  [[Native Classes#Cannibal|Cannibals]] and [[Outsider Classes#Pirate|Pirates]] have class specific skills that branch off of this tree.  &lt;br /&gt;
&lt;br /&gt;
==Body building==&lt;br /&gt;
''Increases melee damage'' - Increases the base damage of all melee weapons by one damage. Does not effect the rifle or the blowpipe.&lt;br /&gt;
&lt;br /&gt;
'''''Grunk the Pale howled with glee as his massive arms drove the wooden club faster, and harder, into the outsider's head.  Taking care not to completely pulverize the head, Grunk smiled as brains leaked out.  They were his favorite.'''''&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
''Increases max HP by 20'' - This skill will help one live longer than usual by increasing the number of hit points.&lt;br /&gt;
&lt;br /&gt;
'''''Keeping his breaths even and shallow, Swarm could keep running through the jungle for most of the day at this even pace.  Unfortunately, the Wiksik headhunters were on his trail and he was going to have to speed it up if he planned on living for the day.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Only_Skills&amp;diff=23217</id>
		<title>Native Only Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Only_Skills&amp;diff=23217"/>
		<updated>2011-07-27T06:43:46Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Basic Blowpipe Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Native Only Skills=&lt;br /&gt;
&lt;br /&gt;
Some skills are specific to only natives.  The ones described in this page are available to the all Native Classes.  To see class specific skills, use the following the links.&lt;br /&gt;
&lt;br /&gt;
*[[Native Classes#Warrior|Warrior]]&lt;br /&gt;
*[[Native Classes#Scout|Scout]]&lt;br /&gt;
*[[Native Classes#Villager|Villager]]&lt;br /&gt;
*[[Native Classes#Shaman|Shaman]]&lt;br /&gt;
*[[Native Classes#Cannibal|Cannibal]]&lt;br /&gt;
&lt;br /&gt;
== Headhunting ==&lt;br /&gt;
''Take the heads of your victims as trophies or signpost decoration.'' - Requires '''Advanced Close Quarter Combat''' to learn.  This ability can only be used on dead bodies.  Using it will put a skull into your inventory, which can be used to add to signposts one creates, or sold to the trader located on Rakmogak.  The number of skulls show up in one's inventory.&lt;br /&gt;
&lt;br /&gt;
'''''Skull Face chuckled as he looked at his recent kill.  With practiced ease his notched machete came down in the specific spot, and the head separated from the body.  &amp;quot;This one will look good on my mantle!&amp;quot; he said picking up the skull.'''''&lt;br /&gt;
&lt;br /&gt;
== Outsider Knowledge ==&lt;br /&gt;
''Natives gain basic outsider knowledge.'' - Allows a native to use First Aid Kits, Rifles, Rifle Bullets and GPS Units.&lt;br /&gt;
&lt;br /&gt;
'''''Perched on top of the sacred Mountain, Sofaking casually took a GPS unit from the recently fallen outsider.  Looking at it's numbers he grins, finding the other outsiders trespassing on his mountain just got MUCH easier.'''''&lt;br /&gt;
&lt;br /&gt;
== Natural Medicine ==&lt;br /&gt;
''Heal 10 HP with healing herbs.'' - Requires '''Triage''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Nihila hanged another herb on the ceiling of the medicine hut.  The way she dries them ensures that the herbs will be more effective in healing the wounded or sick.'''''&lt;br /&gt;
&lt;br /&gt;
== Basic Blowpipe Use ==&lt;br /&gt;
''Lowers AP cost of firing blowpipe.'' - Instituted to offset the loading bullets into a rifle for the outsiders.&lt;br /&gt;
&lt;br /&gt;
'''''ClickClick inhaled slowly, building up the pressure in his lungs.  He sighted his foe, Blackbeard, and breathed out in a practiced breath, the poison dart flying true, and striking the pirate in the back of the neck.  The poison took hold quickly, numbed Blackbeard, and ClickClick stepped out of the brush to finish the grisly task.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Only_Skills&amp;diff=23216</id>
		<title>Native Only Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Only_Skills&amp;diff=23216"/>
		<updated>2011-07-27T06:42:52Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Outsider Knowledge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Native Only Skills=&lt;br /&gt;
&lt;br /&gt;
Some skills are specific to only natives.  The ones described in this page are available to the all Native Classes.  To see class specific skills, use the following the links.&lt;br /&gt;
&lt;br /&gt;
*[[Native Classes#Warrior|Warrior]]&lt;br /&gt;
*[[Native Classes#Scout|Scout]]&lt;br /&gt;
*[[Native Classes#Villager|Villager]]&lt;br /&gt;
*[[Native Classes#Shaman|Shaman]]&lt;br /&gt;
*[[Native Classes#Cannibal|Cannibal]]&lt;br /&gt;
&lt;br /&gt;
== Headhunting ==&lt;br /&gt;
''Take the heads of your victims as trophies or signpost decoration.'' - Requires '''Advanced Close Quarter Combat''' to learn.  This ability can only be used on dead bodies.  Using it will put a skull into your inventory, which can be used to add to signposts one creates, or sold to the trader located on Rakmogak.  The number of skulls show up in one's inventory.&lt;br /&gt;
&lt;br /&gt;
'''''Skull Face chuckled as he looked at his recent kill.  With practiced ease his notched machete came down in the specific spot, and the head separated from the body.  &amp;quot;This one will look good on my mantle!&amp;quot; he said picking up the skull.'''''&lt;br /&gt;
&lt;br /&gt;
== Outsider Knowledge ==&lt;br /&gt;
''Natives gain basic outsider knowledge.'' - Allows a native to use First Aid Kits, Rifles, Rifle Bullets and GPS Units.&lt;br /&gt;
&lt;br /&gt;
'''''Perched on top of the sacred Mountain, Sofaking casually took a GPS unit from the recently fallen outsider.  Looking at it's numbers he grins, finding the other outsiders trespassing on his mountain just got MUCH easier.'''''&lt;br /&gt;
&lt;br /&gt;
== Natural Medicine ==&lt;br /&gt;
''Heal 10 HP with healing herbs.'' - Requires '''Triage''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Nihila hanged another herb on the ceiling of the medicine hut.  The way she dries them ensures that the herbs will be more effective in healing the wounded or sick.'''''&lt;br /&gt;
&lt;br /&gt;
== Basic Blowpipe Use ==&lt;br /&gt;
''Lowers AP cost of firing blowpipe.'' - Instituted to offset the loading bullets into a rifle for the outsiders.&lt;br /&gt;
&lt;br /&gt;
'''''ClickClick inhaled slowly, building up the pressure in his lungs.  He sighted his foe, Blackbeard, and breathed out in a practiced breath, the poison dart flying true and striking the pirate in the back of the neck.  The poison took hold quickly, numbed Blackbeard, and ClickClick stepped out of the brush to finish the grisly task.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Shadok&amp;diff=23215</id>
		<title>User:Shadok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Shadok&amp;diff=23215"/>
		<updated>2011-07-26T12:20:51Z</updated>

		<summary type="html">&lt;p&gt;Shadok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've come over to Shartak from other text-based MMORPG's and hope to clean up the flaws that this game has, but which have been overlooked by those who have grown tolerant to it. I want it to be as appealing as it should be. The game is dying, that much is known. &lt;br /&gt;
&lt;br /&gt;
Quotes about me! (Thanks to all who are listed here for your words of encouragement!)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Crass at best&amp;quot; - Iceman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quotes which define why I'm here.&lt;br /&gt;
&lt;br /&gt;
I have some ideas on how to fix that. They're not very good ideas, but at least they're ideas! &lt;br /&gt;
-Adam Savage &lt;br /&gt;
&lt;br /&gt;
If you don't fix latent failures in your system, you're asking for trouble. &lt;br /&gt;
-John Gould&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Ghost_Ship&amp;diff=23214</id>
		<title>Ghost Ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Ghost_Ship&amp;diff=23214"/>
		<updated>2011-07-26T11:59:57Z</updated>

		<summary type="html">&lt;p&gt;Shadok: Undo revision 23211 by Kylerhoover (Talk) Undo spam link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Constantly moving throughout the sea around Shartak, the Ghost ship offers unique NPCs to fight or heal, and unique items to acquire.  The Ghost ship is a new feature implemented on 10 November, 2010 as Eerie lights sighted out to sea. The first useron the ship was New Haven's Dani al-Ghazali. So far it has been noted that the ship is moving. Where it is going or what is course is, is still unknown at this time.  Every so often if one is on the Ghost Ship, it will flicker out of existence, and abandon you in the waters it was in.&lt;br /&gt;
&lt;br /&gt;
==Initial Announcement==&lt;br /&gt;
&lt;br /&gt;
10 November, 2010 - Eerie lights sighted out to sea&lt;br /&gt;
&lt;br /&gt;
Rumours of eerie lights being sighted out to sea off the northern coast near Durham demand further investigation. &lt;br /&gt;
One adventurous townsperson returned having seen nothing, although he did report that during the quiet following&lt;br /&gt;
a storm he thought he heard the firing of pistols carried on the wind. As yet, no word has been received from the&lt;br /&gt;
other three who went looking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Ghost Ship Exterior==&lt;br /&gt;
[[Image:Ghost_ship_tile.png‎]]&lt;br /&gt;
*'''Tile Description''' - '''Water''' (It's just a ocean tile with the image of the ghost ship as show above and below)&lt;br /&gt;
*'''Special Notes''' - When on this tile you are give the option to enter the Ghost Ship. When you leave the Ghost Ship, you jump overboard.&lt;br /&gt;
[[Image:Leaving Ghost Ship.png]]&lt;br /&gt;
&lt;br /&gt;
==The Ghost Ship Interior==&lt;br /&gt;
&lt;br /&gt;
===Ghost Ship ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Ghost_ship_Interior_tile.png]]&lt;br /&gt;
*'''Tile Description''' - There is an unnatural cold inside the ship. Light enters through a number of gaping holes in the sides, the sound of crashing waves reaches your ears.&lt;br /&gt;
*'''Findable items''' - Pistol, Partially loaded pistol, Fully loaded Pistol, pistol bullets, bottle of rum, sharpening stone, cutlass, blunt cutlass, bottle of water, first aid kit, knife.&lt;br /&gt;
*'''Special Notes''' - From here you may enter the Galley or Cabin.&lt;br /&gt;
&lt;br /&gt;
=== Galley ===&lt;br /&gt;
[[Image:Galley Tile.png]] &lt;br /&gt;
*'''Tile Description''' - Dark, soot covered and grease-stained walls enclose the ship's galley. Barrels of rotting food stand in one corner and half-drunk bottles of rum can be found in some of the cupboards.&lt;br /&gt;
*'''Findable items''' - Pistol, Partially loaded pistol, Fully loaded Pistol, pistol bullets, bottle of rum, sharpening stone, cutlass, blunt cutlass, bottle of water, first aid kit, knife.&lt;br /&gt;
&lt;br /&gt;
=== Cabin ===&lt;br /&gt;
[[Image:Cabin Tile.png]]&lt;br /&gt;
*'''Tile Description''' - The captain's cabin&lt;br /&gt;
*'''Findable items''' - Pistol, Partially loaded pistol, Fully loaded Pistol, pistol bullets, bottle of rum, sharpening stone, cutlass, blunt cutlass, bottle of water, first aid kit, knife.&lt;br /&gt;
&lt;br /&gt;
==The Crew==&lt;br /&gt;
The following list provides the crew of the Ghost Ship.&lt;br /&gt;
===First Mate===&lt;br /&gt;
*'''Location Found''' - Ghost Ship&lt;br /&gt;
*'''When it appears''' - Re-spawns daily, if it is not dead.&lt;br /&gt;
*'''Max HP''' - 120&lt;br /&gt;
*'''Damage''' - 4&lt;br /&gt;
*'''XP Bonus''' - 78&lt;br /&gt;
*'''Accuracy''' - ?&lt;br /&gt;
*'''Attack Unprovoked''' - Yes&lt;br /&gt;
&lt;br /&gt;
===Second Mate===&lt;br /&gt;
*'''Location Found''' - Ghost Ship&lt;br /&gt;
*'''When it appears''' - Re-spawns daily, if it is not dead.&lt;br /&gt;
*'''Max HP''' - 90&lt;br /&gt;
*'''Damage''' - 3&lt;br /&gt;
*'''XP Bonus''' - 63&lt;br /&gt;
*'''Accuracy''' - ?&lt;br /&gt;
*'''Attack Unprovoked''' - Yes&lt;br /&gt;
&lt;br /&gt;
===Steward===&lt;br /&gt;
*'''Location Found''' - Ghost Ship - Galley&lt;br /&gt;
*'''When it appears''' - Re-spawns daily, if it is not dead.&lt;br /&gt;
*'''Max HP''' - 120&lt;br /&gt;
*'''Damage''' - 4&lt;br /&gt;
*'''XP Bonus''' - ?&lt;br /&gt;
*'''Accuracy''' - ?&lt;br /&gt;
*'''Attack Unprovoked''' - Yes&lt;br /&gt;
*'''Special Notes''' - Healing the Steward offers double XP.&lt;br /&gt;
&lt;br /&gt;
===Captain Briggs===&lt;br /&gt;
*'''Location Found''' - Ghost Ship - Cabin&lt;br /&gt;
*'''When it appears''' - ?&lt;br /&gt;
*'''Max HP''' - 180&lt;br /&gt;
*'''Damage''' - 4&lt;br /&gt;
*'''XP Bonus''' - 87&lt;br /&gt;
*'''Accuracy''' - ?&lt;br /&gt;
*'''Attack Unprovoked''' - Yes&lt;br /&gt;
&lt;br /&gt;
==Unique Items Exclusive to the Ghost Ship==&lt;br /&gt;
===Pistol===&lt;br /&gt;
*'''Location Found''' - Ghost Ship. Can be found with varying amount of ammo already loaded.&lt;br /&gt;
*'''Base Damage''' - 4 HP&lt;br /&gt;
*'''Base Accuracy''' - 20%&lt;br /&gt;
*'''Gold Coins Offered at Traders''' - 2-4&lt;br /&gt;
*'''Special Notes''' - Needs ammo (Pistol bullets). Holds 4 bullets at a time. &lt;br /&gt;
&lt;br /&gt;
===Pistol Bullets===&lt;br /&gt;
*'''Location Found''' - Ghost Ship&lt;br /&gt;
*'''Gold Coins Offered at Traders''' - ?&lt;br /&gt;
*'''Special Notes''' - Used as ammo for Pistols (which hold 4 bullets each).&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]][[Category:Items]][[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Shadok&amp;diff=23213</id>
		<title>User:Shadok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Shadok&amp;diff=23213"/>
		<updated>2011-07-26T11:41:15Z</updated>

		<summary type="html">&lt;p&gt;Shadok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have nothing of significance to write here. I've come over to Shartak from other text-based MMORPG's and hope to clean up the flaws that this game has, but which have been overlooked by those who have grown tolerant to it. I want it to be as appealing as it should be.&lt;br /&gt;
&lt;br /&gt;
Quotes about me! (Thanks to all who are listed here for your words of encouragement!)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Crass at best&amp;quot; - Iceman&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Shadok&amp;diff=23212</id>
		<title>User:Shadok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Shadok&amp;diff=23212"/>
		<updated>2011-07-26T11:35:07Z</updated>

		<summary type="html">&lt;p&gt;Shadok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have nothing of significance to write here. I've come over to Shartak from other text-based MMORPG's and hope to clean up the flaws that this game has, but which have been overlooked by those who have grown tolerant to it. I want it to be as appealing as it should be.&lt;br /&gt;
&lt;br /&gt;
Quotes about me!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Crass at best&amp;quot; - Iceman&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Outsider_Classes&amp;diff=23210</id>
		<title>Outsider Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Outsider_Classes&amp;diff=23210"/>
		<updated>2011-07-25T06:54:03Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Parrot Trainer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Outsider Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Outsiders only.  Soldiers, Explorers, Scientists and Settlers can originate from one of the main outsider camps, [[Durham]], [[York]] or [[Derby]].  Meanwhile Pirates can only come from the [[Shipwreck]].&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
Defending outsider camps or invading native villages is what this class is good with.  Soldiers start with 60 hit points, and can acquire up to 75 AP points.  You can start in Durham, York or Derby if you choose to be this class.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Partially-loaded rifle&lt;br /&gt;
*Three bullets&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Firearms training====&lt;br /&gt;
''Gain 20% on firearms attacks'' - Raises the firearm rate from 20% to 40%. &lt;br /&gt;
&lt;br /&gt;
'''''The tiger charged Saix, who calmly breathed out, and aimed the rifle.  One straight shot entered the tigers eye, killing the beast instantly.  &amp;quot;Bad Kitty&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Advanced firearms training====&lt;br /&gt;
''Gain another 20% on firearms attacks'' -Raises the firearm rate from 40% to 60%&lt;br /&gt;
&lt;br /&gt;
'''''Sympathetic Phil calmly blew the smoke from the barrel of his rifle, and raised his hat a bit regarding his latest kill.  &amp;quot;You know, when you piss the boss off, he tends to hold a grudge.  All this is for business.&amp;quot;  He fished into his pockets, and threw a poisonous snake onto the dead body, &amp;quot;Calling card, next time, stay out of Club Palermo.&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
==Explorer==&lt;br /&gt;
&lt;br /&gt;
Explorers can trek across the island, finding out new and undiscovered pathways throughout the island.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Explorers start in Durham, York or Derby if you choose to be this class.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
*GPS unit&lt;br /&gt;
*Bottle of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native warrior had no idea what happened.  Looking at his side wound, he noticed a small unused path that an outsider stepped out of.  &amp;quot;Name's Victor mate, and next time you should be careful, some outsiders know these woods better than you guys.'''''&lt;br /&gt;
&lt;br /&gt;
==Settler==&lt;br /&gt;
&lt;br /&gt;
Settlers are the backbone of an outsider camp, they are great at gathering supplies, making new and exciting drinks, and keeping the trader stocked.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in York, Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*1 x Bottle of Beer&lt;br /&gt;
*5 x First Aid Kit&lt;br /&gt;
*1 x Piece of Driftwood&lt;br /&gt;
*1 x Machete&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''The wild boar caught the scent and sight of Saint Vincent, but did not make a move to attack.  In fact, it didn't even mind that Saint Vincent petted it on the snout, for it knew the smell of the kind outsider, and knew it would get a meal soon.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.&lt;br /&gt;
&lt;br /&gt;
'''''Giovanni Machetti calmly laid the newest brew he created on the bar, &amp;quot;Now who was the one who bet I couldn't make a good brew using only bananas?'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 1:5 to 1:3. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''CyAdora kept her FAK-U supplies filled by knowing where the best First Aid kits where, and how to assemble them quickly.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' - Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''V2Blast wasn't worried about the strange wails the other outsiders where scared of, he knew which spirit was out there, and knew him to be a friend.'''''&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Scientists have advanced healing abilities, and have researched some mysteries of the island, allowing themselves to heal from the land itself, and close the ugliest of wounds. Scientists begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either York, Derby or Durham.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Using the sugar already present in the mangoes, and adding this yeastweed, allowing it to set for 48 hours, and it should be a great brew for drinking and consuming,&amp;quot; said Simeon Carter to the island native girl who was listening to him.  She merely nodded and accepted the drink anyways, a free drink was a free drink afterall.'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Triage====&lt;br /&gt;
''Be able to see all injured characters in the same square'' - This skill requires '''Triage'' to learn&lt;br /&gt;
&lt;br /&gt;
'''''Tracer treated his friends wounds first, though someone else was by far more injured.  The man had made a stupid mistake in fighting all those natives, and Tracer intended to make him wait for his cure.'''''&lt;br /&gt;
&lt;br /&gt;
====Emergency First Aid====&lt;br /&gt;
''Slowly heal yourself without the use of a medical kit'' - Unlocks the button Emergency First Aid.  Clicking it will cost 2AP and heal you 1HP, yielding 1XP.  You can only use this ability if you are below 50% of your maxmium HP.  This skill requires '''First Aid''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The leaf of this plant, combined with the poultice produced from that root, add some mashed banana, and one had a lotion that would heal the wound and cure it from infection.  Drakhen always carried some of this substance around with him.''&lt;br /&gt;
&lt;br /&gt;
====Field Surgery====&lt;br /&gt;
''Skilled at healing, even in the middle of nowhere'' - Allows a scientist to heal bleeding wounds (only bleeding wounds, not poison) for 3AP with an 2XP reward.  This skill requires '''Emergency First Aid''' and be '''level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Tioram ran up to the outsider who just washed up on the beach.  Taking out some homemade items he began to stitch up the outsiders shark wounds.  The outsider went to thank him, but Tioram hushed him, &amp;quot;Be quiet, you need to save your energy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pirate==&lt;br /&gt;
Crashing on the island sometime after the outsiders settled on Shartak, the Pirates drunkenly stumbled onto the world.  They have the stomach to withstand fungi juice effects, as well as the ability to raid foreign settlements.  Recently they learned how to train parrots, and can fire pistols with better accuracy.  Pirates always start at the shipwreck, with 65 hit points, and can acquire a maximum of 75AP points.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Cutlass&lt;br /&gt;
*Two first aid kits&lt;br /&gt;
*Gem&lt;br /&gt;
*Two bottles of rum&lt;br /&gt;
*Silver skull cross&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Basic Pistol Training====&lt;br /&gt;
''Gain 15% on pistol attacks.''  Attacks with pistols become more accurate.  &lt;br /&gt;
&lt;br /&gt;
'''''Staring down the barrel of his pistol, Gorry Louie shot the offending native in the skull. He grins at Captain Low, tossing him a pistol from his belt, &amp;quot;Yon Dalpokis won't stand a chance now Cap'n, yarr!&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Pistol Training====&lt;br /&gt;
''Gain 15% on pistol attacks.''  Attacks with pistols become more accurate.  Requires '''Basic Pistol Training''' to learn. &lt;br /&gt;
 &lt;br /&gt;
'''''Captain Atrocious fired his pistol quickly and accurately at his pursuer. The Yorkman wore a look of stunned surprise on his face as he died, the bullet piercing the heart on the first try'''''  &lt;br /&gt;
&lt;br /&gt;
====Lead belly====&lt;br /&gt;
''You've drunk enough to be immune to the poisonous effect of most fungi.''  The AP reduction of fungi juice is reduced a certain degree more with this skill.  Not available to pirates '''under level ten'''.&lt;br /&gt;
&lt;br /&gt;
'''''Opium Joe belched loudly as he threw his fourth fungi bottle on the ground after drinking it's contents.  The potent energy drink gave him the power to continue, and he knew he wouldn't have the hangover in the morning.&lt;br /&gt;
&lt;br /&gt;
====Parrot Trainer====&lt;br /&gt;
''You can tame a parrot enough to sit on your shoulder.''  Allows one to train parrot.  The parrot appears on the same square as one is currently on.  It costs 5AP to train the parrot, and sometimes the parrot will fly away while someone is attacking you.&lt;br /&gt;
&lt;br /&gt;
'''''Dian Cecht smiled.  The parrot sitting on his shoulder had inherited his language nicely. It was unfortunate that the other outsiders around didn't agree.'''''&lt;br /&gt;
&lt;br /&gt;
====Plundering====&lt;br /&gt;
&lt;br /&gt;
''You've mastered the art of plundering and as a result can find items in other village resource huts much easier.''&lt;br /&gt;
Improves the odds of finding items in foreign camps, allowing a pirate to find items in enemy camps resource huts easier.  Not available to pirates '''under level ten'''.&lt;br /&gt;
&lt;br /&gt;
'''''Tom Failur chuckled, grabbing some extra First Aid Kits on his way out the door.  He saluted the dead York Soldier on his way out, &amp;quot;Thanks for the goods mate!&amp;quot;'''''&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Philosophe_Knights&amp;diff=23209</id>
		<title>Talk:Philosophe Knights</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Philosophe_Knights&amp;diff=23209"/>
		<updated>2011-07-25T06:30:57Z</updated>

		<summary type="html">&lt;p&gt;Shadok: oopsforgotsign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dont I know you from somewhere? ==&lt;br /&gt;
&lt;br /&gt;
You're a PKer clan on UD aren't you? [[User:RobZombie|RobZombie]]&lt;br /&gt;
:Wow, that was fast.  You are correct, but here in Shartak we are peaceful.  [[User:Masque|Masque]] 05:38, 14 June 2007 (UTC)&lt;br /&gt;
::OK...just checking. I was quite suprised to see is said 'peaceful' in your page, but some PKers are known to lie, so I had to ask. [[User:RobZombie|RobZombie]]&lt;br /&gt;
:::Not at all a problem.  I bet that your asking will answer many similar questions.  [[User:Masque|Masque]] 06:26, 14 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
hmmmm. no wonder you guys seemed familiar. don't cause trouble here in Shartak, pleaaase. we have problems of our own. hahaha -[[User:Elegost|Elegost]] 10:32, 14 June 2007 (UTC)&lt;br /&gt;
:Yeah, don't worry.  Read our manifesto, it should comfort you.  [[User:Masque|Masque]] 15:29, 14 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Forum==&lt;br /&gt;
Howdy.  I registered on your forum back in April, but I'm still waiting for the account to be okayed.  Could one of you take care of that?  Much obliged. --[[User:Black Joe|Black Joe]] 15:25, 14 June 2007 (UTC)&lt;br /&gt;
:Of course.  Though there isn't Shartak discussion there as of yet.  I shall get it up soon.  I'll make sure to give you access.  [[User:Masque|Masque]] 15:29, 14 June 2007 (UTC)&lt;br /&gt;
:'''EDIT: What is your username?  There is no Black Joe registered.'''&lt;br /&gt;
::Sorry about that.  It occurred to me later.  I registered under James Barnes, one of my better known characters.  Black Joe the character is somewhat obscure.--[[User:Black Joe|Black Joe]] 23:20, 14 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DT==&lt;br /&gt;
I, Le Penseur, have arrived upon Shartak. I am in the settlement of Derby, and am already wearing the White Mask. [[User:Thinker|Thinker]] 03:35, 19 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
&lt;br /&gt;
Do you require a representative from Rakmogak? If so, Narrit would be willing to aid in the enlightenment cause. [[User:Shadok|Shadok]] 10:49, 21 July 2011 (UTC)&lt;br /&gt;
:I happened to see your post here when I was browsing the wiki. The knights are pretty inactive on Shartak now. I'm one of the few active members of the group who still plays (recently came back to the game). --[[User:Mazu|Mazu]] 12:18, 21 July 2011 (UTC)&lt;br /&gt;
::Damn. The PKnights are a great group. Oh well. Nevermind then. Back to plan A. [[User:Shadok|Shadok]] 06:30, 25 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Philosophe_Knights&amp;diff=23208</id>
		<title>Talk:Philosophe Knights</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Philosophe_Knights&amp;diff=23208"/>
		<updated>2011-07-25T06:30:32Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Joining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dont I know you from somewhere? ==&lt;br /&gt;
&lt;br /&gt;
You're a PKer clan on UD aren't you? [[User:RobZombie|RobZombie]]&lt;br /&gt;
:Wow, that was fast.  You are correct, but here in Shartak we are peaceful.  [[User:Masque|Masque]] 05:38, 14 June 2007 (UTC)&lt;br /&gt;
::OK...just checking. I was quite suprised to see is said 'peaceful' in your page, but some PKers are known to lie, so I had to ask. [[User:RobZombie|RobZombie]]&lt;br /&gt;
:::Not at all a problem.  I bet that your asking will answer many similar questions.  [[User:Masque|Masque]] 06:26, 14 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
hmmmm. no wonder you guys seemed familiar. don't cause trouble here in Shartak, pleaaase. we have problems of our own. hahaha -[[User:Elegost|Elegost]] 10:32, 14 June 2007 (UTC)&lt;br /&gt;
:Yeah, don't worry.  Read our manifesto, it should comfort you.  [[User:Masque|Masque]] 15:29, 14 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Forum==&lt;br /&gt;
Howdy.  I registered on your forum back in April, but I'm still waiting for the account to be okayed.  Could one of you take care of that?  Much obliged. --[[User:Black Joe|Black Joe]] 15:25, 14 June 2007 (UTC)&lt;br /&gt;
:Of course.  Though there isn't Shartak discussion there as of yet.  I shall get it up soon.  I'll make sure to give you access.  [[User:Masque|Masque]] 15:29, 14 June 2007 (UTC)&lt;br /&gt;
:'''EDIT: What is your username?  There is no Black Joe registered.'''&lt;br /&gt;
::Sorry about that.  It occurred to me later.  I registered under James Barnes, one of my better known characters.  Black Joe the character is somewhat obscure.--[[User:Black Joe|Black Joe]] 23:20, 14 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DT==&lt;br /&gt;
I, Le Penseur, have arrived upon Shartak. I am in the settlement of Derby, and am already wearing the White Mask. [[User:Thinker|Thinker]] 03:35, 19 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
&lt;br /&gt;
Do you require a representative from Rakmogak? If so, Narrit would be willing to aid in the enlightenment cause. [[User:Shadok|Shadok]] 10:49, 21 July 2011 (UTC)&lt;br /&gt;
:I happened to see your post here when I was browsing the wiki. The knights are pretty inactive on Shartak now. I'm one of the few active members of the group who still plays (recently came back to the game). --[[User:Mazu|Mazu]] 12:18, 21 July 2011 (UTC)&lt;br /&gt;
::Damn. The PKnights are a great group. Oh well. Nevermind then. Back to plan A.&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=23207</id>
		<title>Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=23207"/>
		<updated>2011-07-25T06:08:21Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Armoury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_shipwreck.png&lt;br /&gt;
| cx          = -70541&lt;br /&gt;
| cy          = 26546&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 1&lt;br /&gt;
| shaman      = Jakota&lt;br /&gt;
| shaman_gps  = {{map|70|541|26|543}}&lt;br /&gt;
| shaman_loc  = (06,09)&lt;br /&gt;
| trader      = Sam&lt;br /&gt;
| trader_gps  = {{map|70|543|26|542}}&lt;br /&gt;
| trader_loc  = (04,10)&lt;br /&gt;
| banker      = None&lt;br /&gt;
| bank_gps    = {{map|70|541|26|546}}&lt;br /&gt;
| bank_loc    = (06,06) (Galley)&lt;br /&gt;
| ammo_gps    = {{map|70|541|26|546}}&lt;br /&gt;
| ammo_loc    = (06,06) (Armoury)&lt;br /&gt;
| medical_gps = {{map|70|541|26|546}}&lt;br /&gt;
| medical_loc = (06,06) (Lg cabin)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''shipwreck''' is home to the pirates on the island. Located in shallow water on the island's northwest shore, the shipwreck is the only [[camp]] without an ammunition hut and a medical hut, but weapons and drinks can be found on the ship itself and in its rooms: the large cabin, the armory, the galley, and the hold. Players on the ship see a description:&lt;br /&gt;
:''You are standing on board a large pirate ship with a rather badly damaged bow where it's hit a bunch of rocks. You can see a couple of cabins towards the front, a hatch leading into the hold, and a large room to the rear.''&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Jakota is held captive south of the ship on the shore.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Shipwreck - Territory Map'''&lt;br /&gt;
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| bgcolor=#ffebcd|'''NB'''&lt;br /&gt;
| bgcolor=#ffebcd|'''S'''&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|'''G'''&lt;br /&gt;
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| bgcolor=#33c033|'''T'''&lt;br /&gt;
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| colspan=11 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#855442|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Ship&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|NB&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | [[Noticeboard]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=10 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|'''S'''&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|'''G'''&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Gateway&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle squares will very likely be colored differently in-game than they are here.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
&lt;br /&gt;
=== Armoury ===&lt;br /&gt;
:''This cabin appears to have been used for the storage of weapons although the crew probably weren't all that tidy as there are other things in here too.''&lt;br /&gt;
*'''Approx find rates (40%?):''' [[blunt cutlass]] (~3%), [[blunt dagger]] (~2%), [[bottle of rum]] (~3%), [[bottle of water]] (~4%), [[cutlass]] (~5%), [[first aid kit]] (~2%), [[gem]] (~2%), [[gold coin]] (~2%), [[gourd of water]] (~0%), [[knife]] (1%),[[rifle bullet]] (17%).&lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
:''Here are a number of treasure chests, most of which are open and ransacked but there are a few that aren't so empty.''&lt;br /&gt;
*'''Approx find rates (44%?):''' [[cutlass]] (11%?), [[blunt cutlass]] (7%?), [[bottle of water]] (6%?), [[bottle of rum]] (6%?), [[gold coin]] (5%?), [[first aid kit]] (4%?), [[blunt dagger]] (2%?) [[knife]] (2%?), [[blunt knife]] (1%?), [[gem]] (?%), [[gourd of water]] (?%).&lt;br /&gt;
=== Galley ===&lt;br /&gt;
:''Judging by the lack of food in the cupboards, it's probably a good job the ship ran aground!''&lt;br /&gt;
*'''Approx find rates (?%):''' [[bottle of rum]] (?%).&lt;br /&gt;
=== Large Cabin ===&lt;br /&gt;
:''You appear to be in a large cabin at the rear of the ship. There are a number of bunks and personal belongings scattered around.''&lt;br /&gt;
*'''Approx find rates (33%):''' (preliminary) first aid kit (11%), bottle of rum (11%), cutlass (6%), gold coin (6%).&lt;br /&gt;
=== Crow's Nest ===&lt;br /&gt;
:''Up in the crow's nest you would be able to see quite a long way under normal circumstances. Unfortunately there's a lot of very low cloud obscuring your view right now.''&lt;br /&gt;
*'''Approx find rates (0%):''' Nothing.&lt;br /&gt;
&lt;br /&gt;
==The Shipwreck:A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
The shipwreck is Shartak's most populous outsider settlement with Trader Sam occupying the only hut in the small camp.  First aid kits are more difficult to find at the shipwreck and they will usually bring a reasonable price at Trader Sam's.  Peaceful visitors should avoid sleeping out in the open, as any non-pirate is generally considered fair game by the locals.  The shipwreck is home to several pirate crews, often fighting amongst themselves when they're not out pillaging and plundering.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in the Shipwreck==&lt;br /&gt;
Being the only Pirate settlement, all Pirate groups are generally based and/or operate at the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
*[[The Bloody Legion of Black-Hearted Brigands]]&lt;br /&gt;
*[[The Brotherhood Of The Coast]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Ghost Pirates]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Jolly Roger Gang]]&lt;br /&gt;
*[[Pastafarian Buccaneers]]&lt;br /&gt;
*[[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Shipwreck]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23206</id>
		<title>The Necromancers Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23206"/>
		<updated>2011-07-25T00:11:04Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* 'Mascots */  Minor repair&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{clanbox_test|&lt;br /&gt;
clan_name=The Necromancers Guild|&lt;br /&gt;
official_id=232|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Necromancer_Skull2.JPG‎|180px]]|&lt;br /&gt;
clan_leaders={{profile|9922|Etherdrifter}}|&lt;br /&gt;
clan_membership=19 active 67 inactive|&lt;br /&gt;
clan_recruit=Any who seek power through death or the dead.|&lt;br /&gt;
clan_goals=To coexist with our spirit kin.|&lt;br /&gt;
clan_contact=[http://etherdrifter.proboards67.com/index.cgi? The forum] or in-game.|&lt;br /&gt;
sort_as=|&lt;br /&gt;
active=yes|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Our Pitch''' ==&lt;br /&gt;
&lt;br /&gt;
Are you a lost soul who is carelessly cast out of every village by those unrelenting exorcists? Perhaps you’re a shaman craving forbidden power and ultimate riches, or a researcher aspiring to uncover the secrets behind Shartak's many amulets? Maybe you’re simply a mortal pursuing  the secret of lichdom, life beyond death? &lt;br /&gt;
&lt;br /&gt;
Then join us in our quest. We are not the black mages we are painted to be! Certainly our arts may involve using spirits to harm the living but we do patch them up afterwards.. &lt;br /&gt;
&lt;br /&gt;
Our knowledge of the spirit world is second to none. We tirelessly work at the fore-front of island research in all areas relating to the undead, amulets and shaman abilities. &lt;br /&gt;
&lt;br /&gt;
...And let's face it, a group of spirit allies can raise hell when you’re planning a town raid.&lt;br /&gt;
&lt;br /&gt;
'''Should you wish to join us feel free, membership is open and we welcome those from all walks of life, outsiders and natives. The guild is also available to hire - should you require a spiritual assault, simply contact us on the forum.'''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== '''Definitions''' ==&lt;br /&gt;
&lt;br /&gt;
* The '''Spirit Hut''' is a sacred guild hut, where Necromancer law rules. It is a place of knowledge and marked by the passing of the dead. Spirits and guild members have free rein in this hut and expect to exist in peace. Exorcising a spirit from there is punishable by death.Currently, there is one Spirit Hut. It is in [[Wiksik]] and marked by it's own icon.&lt;br /&gt;
&lt;br /&gt;
* The Necromancers Guild includes an elite fighting force known as the '''Death Knights'''. They are responsible for fulfilling contracts or bounties and slaying those on the guild’s KOS list. The Death Knights only target those on the KOS list or those personally requested by Etherdrifter and will always state that it is a guild-requested execution. Anything else is personal and responsibilty lies between the Knight and his victim. Not the guild. They are led by the Chief Death Knight, who assigns targets and ensures the KOS list is kept up-to-date. &lt;br /&gt;
&lt;br /&gt;
* The '''Ferryman''' or '''Ferrywoman''' plays an important role in the guild. He or she helps others to journey from the Land of the Living, to the Land of the Dead. Essentially, this is done by striking them down but only those who wish to become spirits for reasons of their own choosing. They must verbalise their request. Remember, this is a service that the Ferryman performs for the guild, so remember to thank them - don’t stab them!&lt;br /&gt;
&lt;br /&gt;
* '''Guild Diplomats''' are those who find words come easily to them. They can express the intentions and beliefs of the guild and as so, are able to speak for the guild when the need arises.&lt;br /&gt;
&lt;br /&gt;
* '''War Veterans''' are highly respected in the guild. They fought alongside the Guildmaster and defended the guild policies, during the times of war. As such, they maintain higher positions within the guild.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Knights''' are composed of the stronger members of the Necromancers Guild, dedicated to punishing those who would do offense against the Guild. Membership in this order is granted only by invitation to Wiksikian Shamans of level 10 or higher. Spirit Knights report to '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
* '''Death Alchemists''' are a part of the science-specific wing of the Necromancers Guild. They are dedicated to the restocking of supplies and potions. They also take part in various other research projects. Death Alchemists report to '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
* The '''Dark Council''' is composed of six trusted guild members. Each Dark Council member is a leader of a certain field within the guild and is responsible for different tasks in the day to day running of the guild. The Dark Council positions and tasks are as follows:&lt;br /&gt;
**'''The Master/Mistress of Knowledge''' is the lead researcher and organiser of projects.&lt;br /&gt;
**'''The Great Wraith''' is the leader of guild spirits and organiser of spirit raids.&lt;br /&gt;
**'''The Master/Mistress of Potions''' is the leader of guild alchemists,organiser of fungi juicing and wine brewing, and also leader of the hidden settlement know as Necropolis.&lt;br /&gt;
**'''The Chief Death Knight''' is the leader of the Death Knights and is responsible for upholding guild law.&lt;br /&gt;
**'''The Council Mouth''' is the leader of the diplomats and responsible for updating the forum and Necromancer's Wiki Page.&lt;br /&gt;
**'''The Master/Mistress of Healing''' is the leader of guild healers and in charge of organising healing posts.&lt;br /&gt;
&lt;br /&gt;
== '''The Wars''' ==&lt;br /&gt;
&lt;br /&gt;
The Necromancer War, referred to here as ('''NW'''), began during January 2008. A brief summary will be given purely as a record, but there is a more in-depth analysis [http://wiki.shartak.com/index.php/Wiksik_PKers/War_Against_The_Necromancers here]. &lt;br /&gt;
There is also a full record collected by [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
&lt;br /&gt;
“January saw Wiksik in the grip of war. Wiksik villagers, led by {{profile|13082 |Black Fang}} (later known as the Grand Tyrant of Wiksik) turned on the Necromancers Guild. The reason for this was a Necromancer murdering Black Fang for slaughtering an outsider within Wiksik territory. Despite the guild pointing out that this was not a result of guild policy, but the actions of a lone guild member, this led to the villagers and shaman of Wiksik declaring war upon the guild. The main argument they had with the guild was the Guild Policy of killing natives who practiced exorcism in the Medical hut (renamed the Spirit hut by Necromancers) in opposition to the Necromancers' beliefs. The War lasted approximately 11 days, before the guild apologised and agreed to edit some policies.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second war involving the guild took place during February 2008 and was fought against the Stamp Out Shamanism clan led by &lt;br /&gt;
&lt;br /&gt;
{{profile|11429 |Um Bongo}}. This is here referred to as ('''SOSW'''). Once again Big Kahuuna performed a large service to the guild by keeping records of the events [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
“SOS were against the Necromancers Guild’s use of spirits in the Medical hut and took issue with the guild. Their guild members began to repeatedly attack several of our own without provocation. Etherdrifter eventually declared war on the SOS guild. He was aided in the war by several key guild members - Ziggyirked, Bruce Lee, Cheesesteak and AliceBeth slaughtered  the SOS members at every chance. They themselves were also cut down many times. Bhaal and Vortex healed the wounded and fought for peace through diplomacy. Stamp Out Shamanism eventually degenerated to a feeble parody of the guild, named the Necrophiliacs Guild, when some members of SOS became disillusioned with their guild and left. The Necrophiliacs Guild included notable members such as Um Bongo, {{profile|13175 |Shining Willies}}, &lt;br /&gt;
&lt;br /&gt;
{{profile|13906 |Hugh Jorgan}}, {{profile|14112 |Mike Oldfield}}, {{profile|4099 |Pianoman}}, and the truly pathetic {{profile|14252 |Ethernoobster}}, who were all rewarded with a stint on the KOS list. Some names have since been removed but Um Bongo has been given a permanent KOS status. Eventually, they all buggered off and Um Bongo left for York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third war involving the guild took place during October 2008 all the way till August 2009.  It took part against a group called Greater Shartak Unification Coalition (GSUC) and State Of New York (SONY).&lt;br /&gt;
&lt;br /&gt;
This war is referred to as ('''GSUCW''') and is one of the guild's darkest hours. The war began when a group of outsiders banded together to form the Greater Shartak Unification Coalition - far from unifying the island, their goal was simply to wipe out and enslave the native race. They targeted Wiksik, home of the Necromancers Guild and the Kingdom of Skulls, viewing the village as the biggest threat. It was, after all, the source of two of the strongest clans in Shartak. This was the catalyst that finally prompted a proper Outsider response, for fear they would not be able to answer the threat the village posed. &lt;br /&gt;
Whilst it’s entirely possible that GSUC started clan life with noble intentions, they soon began to attract the lowest, most despicable Shartak players. It was a clan where their in-game actions, no matter how degrading or insensitive, were tolerated and indeed encouraged. Notable examples are {{profile|13430|Kill Thrill}} and {{profile|13534|Stan666}} (both under a number of user names).&lt;br /&gt;
During November 2008, the Guild lost two of it’s well-known members to the ranks of GSUC. {{profile|14125|John the Baptist}} was punished by the Guild for breaking Guild Law and turned traitor, fleeing to the open arms of GSUC, taking {{profile|13854|Monopod}} with him. GSUC continued to claim power over Wiksik, or as they dubbed it ‘New York’. Once allied, John the Baptist was awarded the rank of Governor of New York by his new clan and created the State of New York clan in an attempt to bring Wiksik to her knees. &lt;br /&gt;
Day after day the Guild and our allies were targeted, but nothing so vile as the abuse hurled at current leader of the KOS, {{profile|10965|Anthor}}. Eventually, peaceful members of the Necromancers Guild were relocated to the hidden city of Necropolis. A few continued to fight the good fight in Wiksik and our history will remember them. Eventually the threat of GSUC dried up. The clan remains to this day, though their leader is inactive. Their wounds inflicted upon Wiksik also remain and have not entirely healed.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Members''' == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guildmaster''' - {{profile|9922|Etherdrifter}} is the guildmaster and founder of this great order. &lt;br /&gt;
&lt;br /&gt;
=== '''War Veterans''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|10965 |Anthor}} is leader of the KOW. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''Idle War Veterans'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|16673 |Absinthe_Fairy}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|6327 |Ajent ghost}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13248 |AliceBeth}} is a Death Knight, a Guild Diplomat and the daughter of Etherdrifter.  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|10352 |Big Kahuuna}} kept records of the first war and is considered a Guild Elder. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|18437 |Bokor}} is a guild apprentice. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11933 |Bruce Lee}} is a Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12513 |deathtothenormals}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11526 |Goodaids}} is a guild healer. ('''SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13266 |Halcogeth}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13449 |hawkeye099}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14210 |Mindrender}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|1129 |nineless}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13446 |Psycho Darko}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14371 |runemasteryx}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13922 |TallDarkugly}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} Creedian ally within the guild. ('''SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14755 |UberDrag}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12819 |vikiki}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12867 |Vortex}}  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12400 |xtbotts}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|2925 |Ziggyirked}} is a guild ferrywoman. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''The Dark Council'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} is '''The Master of Knowledge'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20732 |Mortis}} is '''The Great Wraith'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20946 |Jesus H Christ}} is '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20677 |Jahnam Nehkan}} is '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|19827 |richardskull16}} is '''The Council Mouth'''.&lt;br /&gt;
&lt;br /&gt;
The position of '''The Master/Mistress of Healing''' is currently vacant.  &lt;br /&gt;
&lt;br /&gt;
=== '''Other active members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|19470 |Al contrario}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|20624 |Baby Birch}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19816 |CompletelyRandom}} is a guild apprentice and researcher.&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21503 |Dunjk}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19472 |Feathers}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21072 |Kakepatis}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21465 |Isa Hart}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|12225 |Liberal Pi}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21477 |Mestigiot}} is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|13358 |Nekrotzar}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|17218 |nyvag0}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|19914 |Salen}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20572 |Seizon}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21869 |Signed}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20958 |The Shadow}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21673 |xDante}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|20050 |Ur-Zakunrun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21120 |Xek}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|22158 |Zohtun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
=== '''Idle members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|21403 |Alexander Lucard}}&lt;br /&gt;
&lt;br /&gt;
{{profile|18650 |andorians}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15352 |Angron}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21006 |animus}} &lt;br /&gt;
&lt;br /&gt;
{{profile|9833 |Arturius}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16180 |camperdave614}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20510 |Casper the Unfriendly Ghost}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21468 |Circe}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15411 |Clesalir}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20612 |Dahlia Rae}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20988 |Dances with Kevin Costner}} &lt;br /&gt;
&lt;br /&gt;
{{profile|6199 |dar07}}&lt;br /&gt;
&lt;br /&gt;
{{profile|17294 |DebWreck1}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16269 |Diwen}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12540 |Drifting Ether}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15222 |Eowhyn}}&lt;br /&gt;
&lt;br /&gt;
{{profile|9762 |Eric}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1554 |Escariot}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20094 |falling sand}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20407 |FireBug}} &lt;br /&gt;
&lt;br /&gt;
{{profile|16594 |Frib}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20712 |Grandmaster Doom}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Koulianne}}&lt;br /&gt;
&lt;br /&gt;
{{profile|10860 |Lubat}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19429 |Madam Nico}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|19899 |Malvado}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21279 |Margath Shakam}} &lt;br /&gt;
&lt;br /&gt;
{{profile|19343 |Mehrunes Dagon}} &lt;br /&gt;
&lt;br /&gt;
{{profile|18036 |Myao}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Olivia}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|20433 |Ortega}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16954 |pink malibu}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15916 |Robot Chicken}} &lt;br /&gt;
&lt;br /&gt;
{{profile|8145 |Shadow Soul}}&lt;br /&gt;
&lt;br /&gt;
{{profile|11316 |Squatch}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21061 |The Prophet Of Life}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12501 |Trapper}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20286 |Tuktuk}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20438 |Yuni Von}}&lt;br /&gt;
&lt;br /&gt;
==='''Retired Members'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12991 |Cheesesteak}} was the Chief Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|15021 |SilyLilyPily}} was a Guild Researcher. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==='''Mascots'''===&lt;br /&gt;
&lt;br /&gt;
Toledo the elephant&lt;br /&gt;
&lt;br /&gt;
== '''Guild Law''' ==&lt;br /&gt;
&lt;br /&gt;
These are the laws of our guild, their penalties vary according to the crime. Punishments are harsh but fair, there is warning before any serious action is taken and every death sentence will be accompanied by a reason. Laws are only applicable in Wiksik and Spirit huts at the moment. There are specific laws for each branch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning sacred Spirit Huts: '''&lt;br /&gt;
&lt;br /&gt;
* To exorcise from this hut carries with it a death sentence, no more no less. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* To kill a guild member in this hut (outsider or native) carries a death sentence, a single death for a single death. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* Murder by Wailing is permitted in the hut, it is a risk you take in its use. Attempts to take revenge for a wail related Spirit hut death will be considered as murder within the hut and punished accordingly. &lt;br /&gt;
* Murder by Malevolence is not permitted, the penalty is applied to the invoker and not the spirit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning Wiksik: '''&lt;br /&gt;
&lt;br /&gt;
* Invocation for the purpose of Exorcism is forbidden if the spirit invoked was residing in the spirit hut during the time of Invocation. For a first offence a verbal warning is given. If a further offence is committed after receiving the warning, a death penalty is applied for each invoke (of a spirit from the hut) and exorcism (of said spirit from the hut). This crime will never result in a KOS unless there are extreme circumstances. &lt;br /&gt;
* Murder of a guild member is frowned upon by the guild. However, if the guild member was committing a crime then there will be no retribution (I.e. if a guild member murders you, you have every right to kill them in return). If the guild member is peaceful and is not violating any law it will be treated similar to a murder within the Spirit Hut and punished accordingly.&lt;br /&gt;
* Assault of a guild member is not punished unless the guild member in question is killed later on as a direct result of the assault. Wailing is not constituted as assault. &lt;br /&gt;
* Malevolence in the Spirit Hut that results in the death of a guild member is punishable by guild law by the guild.  Malevolence in the Spirit Hut that results in the death of a non-guild member is punishable but not by the guild.  &lt;br /&gt;
* Wailing that results in death is not punishable by the guild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guild policy regarding Outsiders:'''&lt;br /&gt;
&lt;br /&gt;
The Necromancers guild will not attack outsiders in Wiksik, but nor will we defend them. &lt;br /&gt;
Specifically: &lt;br /&gt;
* Hostile outsiders (targeting Wiksik or the guild), such as those on the KOS list, will be attacked. &lt;br /&gt;
* Harmless outsiders, such as traders, will not be attacked but should state their intentions. &lt;br /&gt;
* Outsiders in foreign towns - e.g. York - or at the Shipwreck are fair game for raids and attacks.&lt;br /&gt;
* The exception to the rule above are allies of the guild and those who have proven their peaceful intentions to the guild.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Edicts In Place''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is for any guild edicts currently in place.  They are alterations to the law for special circumstances, and as such take precedence over guild law till the edict is revoked.&lt;br /&gt;
&lt;br /&gt;
== '''Guild History''' - Events that affected the guild. ==&lt;br /&gt;
&lt;br /&gt;
'''The Beginning.''' December 2007.&lt;br /&gt;
&lt;br /&gt;
Founded in late 2007 the Necromancers Guild quickly rose to power in the village of Wiksik. With their grasp of the Spirit World and their swift bargaining they took control of the local medical hut and renamed it the Spirit Hut. With the founding of the guild, shaman and spirit alike flocked to the previously quiet village of Wiksik and thus a new age was born. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The First War.''' January 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers War began. (See the First War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Second War.''' February 2008.&lt;br /&gt;
&lt;br /&gt;
The war with the SOS guild began. (See the Second War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alliance with the KOS.''' June 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers Guild allied with the Kingdom of Skulls during June 2008. Etherdrifter accepted the position of Royal Magician, agreeing to ally with the Kingdom for mutual benefit and several guild members joined the other clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Black Fang passes on.''' October 2008.&lt;br /&gt;
&lt;br /&gt;
After the loss of Black Fang, Etherdrifter weaved powerful magics to seal the KOS Throne room. This was done partly in tribute to the Grand Tyrant, but also to force the new KOS leader, {{profile|10965 |Anthor}}  to prove his worth. If Anthor failed to complete a quest set by the Gods, the Throne room would remain sealed forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GSUC's Rise.''' October 2008&lt;br /&gt;
&lt;br /&gt;
The GSUC clan was formed and launched an attacked on Wiksik including repeatedly killing the village Shaman and using stolen Guild tactics such as launching attacks on the medical hut. (See the Third War) Three Guild members, John The Baptist, Monopod and Witch of Endor turned traitor and join the ranks of GSUC at this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Necropolis.''' October 2008&lt;br /&gt;
&lt;br /&gt;
Due to the benevolence of the powers that be the guild had Wiksik re-named &amp;quot;Necropolis&amp;quot; for 2 days in celebration of Halloween.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Etherdrifter's retirement.''' January 2009&lt;br /&gt;
&lt;br /&gt;
Etherdrifter retired as guildmaster and named his daughter, AliceBeth, as his successor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exodus.''' February 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members, tired of the constant wars in Wiksik, left and founded a secret city dubbed Necropolis deep in the island's cavernous network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reclamation.''' April 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members returned to Wiksik as Etherdrifter left the Sacred Space and began his war against the dissident Necromancers John The Baptist and Monopod. AliceBeth gave up the Guild leadership to her father.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The End Of Days.''' Early August 2009&lt;br /&gt;
&lt;br /&gt;
Simon declares that Shartak is closing due to too many complaints.  The Guild gathers in the spirit hut in wiksik to wait for the end.  Drinking down the last of the poison berry wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A period of peace and research.''' Late August 2009&lt;br /&gt;
&lt;br /&gt;
With the announcement that Shartak was not going to sink into the sea, Guild members spent their time researching and uncovered many of the island's hidden mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rebirth.''' November 2009&lt;br /&gt;
&lt;br /&gt;
With Shartak V2 phase one released, the Guild once again begins to actively recruit new members and expand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''KOS Vs KOW''' March-April 2010&lt;br /&gt;
&lt;br /&gt;
A scion of Black Fang appeared, King Kuru, and his appearence shook the guild to it's core for he declared war on the KOW.  The guild remained neutral, the spirit hut a sacred space for all to rest.  The end of the war was bought about when Kuru refused to attend peace talks.  Some say it was Ether who called down the meteor, others say it was the creator himself.  All that is known is that the throne room was no more, the moment Etherdrifter denounced Kuru and chose in favour of Anthor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Royal Court Incident''' Late August 2010&lt;br /&gt;
&lt;br /&gt;
This was another troubled time for the guild.  Queen Monaliza of the royal court of raktam declared necromancy illegal in Raktam and ordered all necromancers to quit the village.  The guild complied but broke it's alliance to the royal court as a result.&lt;br /&gt;
&lt;br /&gt;
== '''Wanted:''' ==&lt;br /&gt;
&lt;br /&gt;
There are several positions currently available in the guild:&lt;br /&gt;
&lt;br /&gt;
* '''Trader.'''&lt;br /&gt;
There is an opportunity for an Island trader to make some money with the guild. We require lots of amulets, especially silver skull crosses. This would be a regular contract, not a one off. We can also supply healing herbs as required. For more information, sign up at the forum or contact Etherdrifter in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Death Knights.'''&lt;br /&gt;
There are currently several Death Knight positions open in the guild. Requirements include being a member of the Necromancers Guild and having several attack skills. The ability to track people is preferable as is outsider knowledge for use of GPS units, but neither are necessary. See the Death Knight definition to find out what work is entailed. For more information, sign up at the forum or contact {{profile|9922|Etherdrifter}} in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Researcher.'''&lt;br /&gt;
We are currently recruiting researchers to find out the secrets of the island, and keep up with the changes upon it, contact Tracer in game or on the guild forums&lt;br /&gt;
&lt;br /&gt;
== '''The current KOS  list:''' ==&lt;br /&gt;
&lt;br /&gt;
'''Permanent KOS:'''&lt;br /&gt;
* {{profile|11429 |Um Bongo}}&lt;br /&gt;
* {{profile|14125 |John the Baptist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Priority:'''&lt;br /&gt;
'''For the repeated murder of guild members:'''&lt;br /&gt;
* Any members of the clan [http://www.shartak.com/clanview.cgi?id=383 Greater Shartak Unification Coalition].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For Treason'''&lt;br /&gt;
* {{profile|14679 |Witch of Endor}}&lt;br /&gt;
* {{profile|13854 |Monopod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Short Term '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information or to submit a request for KOS status, see {{profile|20677 |Jahnam Nehkan}},on the Necromancers Guild forum or in game.&lt;br /&gt;
&lt;br /&gt;
== '''Forum''' ==&lt;br /&gt;
The Necromancers Guild has its own [http://etherdrifter.proboards67.com/index.cgi? forum]. If you wish to contact a guild member (out of character) then it’s best to sign up there and send them a message or leave a post.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Outsider_Classes&amp;diff=23192</id>
		<title>Outsider Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Outsider_Classes&amp;diff=23192"/>
		<updated>2011-07-22T02:36:51Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Seance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Outsider Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Outsiders only.  Soldiers, Explorers, Scientists and Settlers can originate from one of the main outsider camps, [[Durham]], [[York]] or [[Derby]].  Meanwhile Pirates can only come from the [[Shipwreck]].&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
Defending outsider camps or invading native villages is what this class is good with.  Soldiers start with 60 hit points, and can acquire up to 75 AP points.  You can start in Durham, York or Derby if you choose to be this class.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Partially-loaded rifle&lt;br /&gt;
*Three bullets&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Firearms training====&lt;br /&gt;
''Gain 20% on firearms attacks'' - Raises the firearm rate from 20% to 40%. &lt;br /&gt;
&lt;br /&gt;
'''''The tiger charged Saix, who calmly breathed out, and aimed the rifle.  One straight shot entered the tigers eye, killing the beast instantly.  &amp;quot;Bad Kitty&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Advanced firearms training====&lt;br /&gt;
''Gain another 20% on firearms attacks'' -Raises the firearm rate from 40% to 60%&lt;br /&gt;
&lt;br /&gt;
'''''Sympathetic Phil calmly blew the smoke from the barrel of his rifle, and raised his hat a bit regarding his latest kill.  &amp;quot;You know, when you piss the boss off, he tends to hold a grudge.  All this is for business.&amp;quot;  He fished into his pockets, and threw a poisonous snake onto the dead body, &amp;quot;Calling card, next time, stay out of Club Palermo.&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
==Explorer==&lt;br /&gt;
&lt;br /&gt;
Explorers can trek across the island, finding out new and undiscovered pathways throughout the island.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Explorers start in Durham, York or Derby if you choose to be this class.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
*GPS unit&lt;br /&gt;
*Bottle of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native warrior had no idea what happened.  Looking at his side wound, he noticed a small unused path that an outsider stepped out of.  &amp;quot;Name's Victor mate, and next time you should be careful, some outsiders know these woods better than you guys.'''''&lt;br /&gt;
&lt;br /&gt;
==Settler==&lt;br /&gt;
&lt;br /&gt;
Settlers are the backbone of an outsider camp, they are great at gathering supplies, making new and exciting drinks, and keeping the trader stocked.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in York, Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*1 x Bottle of Beer&lt;br /&gt;
*5 x First Aid Kit&lt;br /&gt;
*1 x Piece of Driftwood&lt;br /&gt;
*1 x Machete&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''The wild boar caught the scent and sight of Saint Vincent, but did not make a move to attack.  In fact, it didn't even mind that Saint Vincent petted it on the snout, for it knew the smell of the kind outsider, and knew it would get a meal soon.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.&lt;br /&gt;
&lt;br /&gt;
'''''Giovanni Machetti calmly laid the newest brew he created on the bar, &amp;quot;Now who was the one who bet I couldn't make a good brew using only bananas?'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 1:5 to 1:3. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''CyAdora kept her FAK-U supplies filled by knowing where the best First Aid kits where, and how to assemble them quickly.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' - Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''V2Blast wasn't worried about the strange wails the other outsiders where scared of, he knew which spirit was out there, and knew him to be a friend.'''''&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Scientists have advanced healing abilities, and have researched some mysteries of the island, allowing themselves to heal from the land itself, and close the ugliest of wounds. Scientists begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either York, Derby or Durham.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Using the sugar already present in the mangoes, and adding this yeastweed, allowing it to set for 48 hours, and it should be a great brew for drinking and consuming,&amp;quot; said Simeon Carter to the island native girl who was listening to him.  She merely nodded and accepted the drink anyways, a free drink was a free drink afterall.'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Triage====&lt;br /&gt;
''Be able to see all injured characters in the same square'' - This skill requires '''Triage'' to learn&lt;br /&gt;
&lt;br /&gt;
'''''Tracer treated his friends wounds first, though someone else was by far more injured.  The man had made a stupid mistake in fighting all those natives, and Tracer intended to make him wait for his cure.'''''&lt;br /&gt;
&lt;br /&gt;
====Emergency First Aid====&lt;br /&gt;
''Slowly heal yourself without the use of a medical kit'' - Unlocks the button Emergency First Aid.  Clicking it will cost 2AP and heal you 1HP, yielding 1XP.  You can only use this ability if you are below 50% of your maxmium HP.  This skill requires '''First Aid''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The leaf of this plant, combined with the poultice produced from that root, add some mashed banana, and one had a lotion that would heal the wound and cure it from infection.  Drakhen always carried some of this substance around with him.''&lt;br /&gt;
&lt;br /&gt;
====Field Surgery====&lt;br /&gt;
''Skilled at healing, even in the middle of nowhere'' - Allows a scientist to heal bleeding wounds (only bleeding wounds, not poison) for 3AP with an 2XP reward.  This skill requires '''Emergency First Aid''' and be '''level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Tioram ran up to the outsider who just washed up on the beach.  Taking out some homemade items he began to stitch up the outsiders shark wounds.  The outsider went to thank him, but Tioram hushed him, &amp;quot;Be quiet, you need to save your energy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pirate==&lt;br /&gt;
Crashing on the island sometime after the outsiders settled on Shartak, the Pirates drunkenly stumbled onto the world.  They have the stomach to withstand fungi juice effects, as well as the ability to raid foreign settlements.  Recently they learned how to train parrots, and can fire pistols with better accuracy.  Pirates always start at the shipwreck, with 65 hit points, and can acquire a maximum of 75AP points.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Cutlass&lt;br /&gt;
*Two first aid kits&lt;br /&gt;
*Gem&lt;br /&gt;
*Two bottles of rum&lt;br /&gt;
*Silver skull cross&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Basic Pistol Training====&lt;br /&gt;
''Gain 15% on pistol attacks.''  Attacks with pistols become more accurate.  &lt;br /&gt;
&lt;br /&gt;
'''''Staring down the barrel of his pistol, Gorry Louie shot the offending native in the skull. He grins at Captain Low, tossing him a pistol from his belt, &amp;quot;Yon Dalpokis won't stand a chance now Cap'n, yarr!&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Pistol Training====&lt;br /&gt;
''Gain 15% on pistol attacks.''  Attacks with pistols become more accurate.  Requires '''Basic Pistol Training''' to learn. &lt;br /&gt;
 &lt;br /&gt;
'''''Captain Atrocious fired his pistol quickly and accurately at his pursuer. The Yorkman wore a look of stunned surprise on his face as he died, the bullet piercing the heart on the first try'''''  &lt;br /&gt;
&lt;br /&gt;
====Lead belly====&lt;br /&gt;
''You've drunk enough to be immune to the poisonous effect of most fungi.''  The AP reduction of fungi juice is reduced a certain degree more with this skill.  Not available to pirates '''under level ten'''.&lt;br /&gt;
&lt;br /&gt;
'''''Opium Joe belched loudly as he threw his fourth fungi bottle on the ground after drinking it's contents.  The potent energy drink gave him the power to continue, and he knew he wouldn't have the hangover in the morning.&lt;br /&gt;
&lt;br /&gt;
====Parrot Trainer====&lt;br /&gt;
''You can tame a parrot enough to sit on your shoulder.''  Allows one to train parrot.  The parrot appears on the same square as one is currently on.  It costs 5AP to train the parrot, and sometimes the parrot will fly away while someone is attacking you.&lt;br /&gt;
&lt;br /&gt;
'''''Dian Cecht smiled.  The parrot sitting on his shoulder just learn how to bring him a cutlass.'''''&lt;br /&gt;
&lt;br /&gt;
====Plundering====&lt;br /&gt;
&lt;br /&gt;
''You've mastered the art of plundering and as a result can find items in other village resource huts much easier.''&lt;br /&gt;
Improves the odds of finding items in foreign camps, allowing a pirate to find items in enemy camps resource huts easier.  Not available to pirates '''under level ten'''.&lt;br /&gt;
&lt;br /&gt;
'''''Tom Failur chuckled, grabbing some extra First Aid Kits on his way out the door.  He saluted the dead York Soldier on his way out, &amp;quot;Thanks for the goods mate!&amp;quot;'''''&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Outsider_Classes&amp;diff=23191</id>
		<title>Outsider Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Outsider_Classes&amp;diff=23191"/>
		<updated>2011-07-22T02:36:01Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Brewing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Outsider Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Outsiders only.  Soldiers, Explorers, Scientists and Settlers can originate from one of the main outsider camps, [[Durham]], [[York]] or [[Derby]].  Meanwhile Pirates can only come from the [[Shipwreck]].&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
Defending outsider camps or invading native villages is what this class is good with.  Soldiers start with 60 hit points, and can acquire up to 75 AP points.  You can start in Durham, York or Derby if you choose to be this class.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Partially-loaded rifle&lt;br /&gt;
*Three bullets&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Firearms training====&lt;br /&gt;
''Gain 20% on firearms attacks'' - Raises the firearm rate from 20% to 40%. &lt;br /&gt;
&lt;br /&gt;
'''''The tiger charged Saix, who calmly breathed out, and aimed the rifle.  One straight shot entered the tigers eye, killing the beast instantly.  &amp;quot;Bad Kitty&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Advanced firearms training====&lt;br /&gt;
''Gain another 20% on firearms attacks'' -Raises the firearm rate from 40% to 60%&lt;br /&gt;
&lt;br /&gt;
'''''Sympathetic Phil calmly blew the smoke from the barrel of his rifle, and raised his hat a bit regarding his latest kill.  &amp;quot;You know, when you piss the boss off, he tends to hold a grudge.  All this is for business.&amp;quot;  He fished into his pockets, and threw a poisonous snake onto the dead body, &amp;quot;Calling card, next time, stay out of Club Palermo.&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
==Explorer==&lt;br /&gt;
&lt;br /&gt;
Explorers can trek across the island, finding out new and undiscovered pathways throughout the island.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Explorers start in Durham, York or Derby if you choose to be this class.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
*GPS unit&lt;br /&gt;
*Bottle of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native warrior had no idea what happened.  Looking at his side wound, he noticed a small unused path that an outsider stepped out of.  &amp;quot;Name's Victor mate, and next time you should be careful, some outsiders know these woods better than you guys.'''''&lt;br /&gt;
&lt;br /&gt;
==Settler==&lt;br /&gt;
&lt;br /&gt;
Settlers are the backbone of an outsider camp, they are great at gathering supplies, making new and exciting drinks, and keeping the trader stocked.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in York, Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*1 x Bottle of Beer&lt;br /&gt;
*5 x First Aid Kit&lt;br /&gt;
*1 x Piece of Driftwood&lt;br /&gt;
*1 x Machete&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''The wild boar caught the scent and sight of Saint Vincent, but did not make a move to attack.  In fact, it didn't even mind that Saint Vincent petted it on the snout, for it knew the smell of the kind outsider, and knew it would get a meal soon.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.&lt;br /&gt;
&lt;br /&gt;
'''''Giovanni Machetti calmly laid the newest brew he created on the bar, &amp;quot;Now who was the one who bet I couldn't make a good brew using only bananas?'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 1:5 to 1:3. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''CyAdora kept her FAK-U supplies filled by knowing where the best First Aid kits where, and how to assemble them quickly.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' - Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''V2Blast wasn't worried about the strange wails the other outsiders where scared of, he knew which spirit was out there, and knew him as a friend.'''''&lt;br /&gt;
&lt;br /&gt;
==Scientist==&lt;br /&gt;
Scientists have advanced healing abilities, and have researched some mysteries of the island, allowing themselves to heal from the land itself, and close the ugliest of wounds. Scientists begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either York, Derby or Durham.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Machete&lt;br /&gt;
*Four first aid kits&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Using the sugar already present in the mangoes, and adding this yeastweed, allowing it to set for 48 hours, and it should be a great brew for drinking and consuming,&amp;quot; said Simeon Carter to the island native girl who was listening to him.  She merely nodded and accepted the drink anyways, a free drink was a free drink afterall.'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Triage====&lt;br /&gt;
''Be able to see all injured characters in the same square'' - This skill requires '''Triage'' to learn&lt;br /&gt;
&lt;br /&gt;
'''''Tracer treated his friends wounds first, though someone else was by far more injured.  The man had made a stupid mistake in fighting all those natives, and Tracer intended to make him wait for his cure.'''''&lt;br /&gt;
&lt;br /&gt;
====Emergency First Aid====&lt;br /&gt;
''Slowly heal yourself without the use of a medical kit'' - Unlocks the button Emergency First Aid.  Clicking it will cost 2AP and heal you 1HP, yielding 1XP.  You can only use this ability if you are below 50% of your maxmium HP.  This skill requires '''First Aid''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The leaf of this plant, combined with the poultice produced from that root, add some mashed banana, and one had a lotion that would heal the wound and cure it from infection.  Drakhen always carried some of this substance around with him.''&lt;br /&gt;
&lt;br /&gt;
====Field Surgery====&lt;br /&gt;
''Skilled at healing, even in the middle of nowhere'' - Allows a scientist to heal bleeding wounds (only bleeding wounds, not poison) for 3AP with an 2XP reward.  This skill requires '''Emergency First Aid''' and be '''level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Tioram ran up to the outsider who just washed up on the beach.  Taking out some homemade items he began to stitch up the outsiders shark wounds.  The outsider went to thank him, but Tioram hushed him, &amp;quot;Be quiet, you need to save your energy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Pirate==&lt;br /&gt;
Crashing on the island sometime after the outsiders settled on Shartak, the Pirates drunkenly stumbled onto the world.  They have the stomach to withstand fungi juice effects, as well as the ability to raid foreign settlements.  Recently they learned how to train parrots, and can fire pistols with better accuracy.  Pirates always start at the shipwreck, with 65 hit points, and can acquire a maximum of 75AP points.&lt;br /&gt;
====Starting Inventory====&lt;br /&gt;
*Cutlass&lt;br /&gt;
*Two first aid kits&lt;br /&gt;
*Gem&lt;br /&gt;
*Two bottles of rum&lt;br /&gt;
*Silver skull cross&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Basic Pistol Training====&lt;br /&gt;
''Gain 15% on pistol attacks.''  Attacks with pistols become more accurate.  &lt;br /&gt;
&lt;br /&gt;
'''''Staring down the barrel of his pistol, Gorry Louie shot the offending native in the skull. He grins at Captain Low, tossing him a pistol from his belt, &amp;quot;Yon Dalpokis won't stand a chance now Cap'n, yarr!&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Pistol Training====&lt;br /&gt;
''Gain 15% on pistol attacks.''  Attacks with pistols become more accurate.  Requires '''Basic Pistol Training''' to learn. &lt;br /&gt;
 &lt;br /&gt;
'''''Captain Atrocious fired his pistol quickly and accurately at his pursuer. The Yorkman wore a look of stunned surprise on his face as he died, the bullet piercing the heart on the first try'''''  &lt;br /&gt;
&lt;br /&gt;
====Lead belly====&lt;br /&gt;
''You've drunk enough to be immune to the poisonous effect of most fungi.''  The AP reduction of fungi juice is reduced a certain degree more with this skill.  Not available to pirates '''under level ten'''.&lt;br /&gt;
&lt;br /&gt;
'''''Opium Joe belched loudly as he threw his fourth fungi bottle on the ground after drinking it's contents.  The potent energy drink gave him the power to continue, and he knew he wouldn't have the hangover in the morning.&lt;br /&gt;
&lt;br /&gt;
====Parrot Trainer====&lt;br /&gt;
''You can tame a parrot enough to sit on your shoulder.''  Allows one to train parrot.  The parrot appears on the same square as one is currently on.  It costs 5AP to train the parrot, and sometimes the parrot will fly away while someone is attacking you.&lt;br /&gt;
&lt;br /&gt;
'''''Dian Cecht smiled.  The parrot sitting on his shoulder just learn how to bring him a cutlass.'''''&lt;br /&gt;
&lt;br /&gt;
====Plundering====&lt;br /&gt;
&lt;br /&gt;
''You've mastered the art of plundering and as a result can find items in other village resource huts much easier.''&lt;br /&gt;
Improves the odds of finding items in foreign camps, allowing a pirate to find items in enemy camps resource huts easier.  Not available to pirates '''under level ten'''.&lt;br /&gt;
&lt;br /&gt;
'''''Tom Failur chuckled, grabbing some extra First Aid Kits on his way out the door.  He saluted the dead York Soldier on his way out, &amp;quot;Thanks for the goods mate!&amp;quot;'''''&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=23190</id>
		<title>Native Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=23190"/>
		<updated>2011-07-22T02:34:11Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Ritual Gluttony */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Native Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Natives only.  Warriors, Scouts, Shamans and Villagers can originate from one of the main native villages, [[Raktam]], [[Dalpok]] or [[Wiksik]].  Meanwhile Cannibals can only come from [[Rakmogak]].&lt;br /&gt;
&lt;br /&gt;
==Warrior==&lt;br /&gt;
&lt;br /&gt;
The main military might of the Native forces, warriors have strong stamina and withstand more attacks than the normal native.  They can become proficient with the use of a blowpipe.  Warriors start with 60 hit points, and can acquire up to 75 AP points.  You can start in Raktam, Wiksik or Dalpok native camps if you choose to be this class.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Blowpipe&lt;br /&gt;
*Four poison darts&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Blowpipe Training====&lt;br /&gt;
''Gain 20% on blowpipe accuracy'' - This brings the warriors skill from 20% to 40%.  &lt;br /&gt;
&lt;br /&gt;
'''''The two warriors stood on the field, shooting darts at a tree.  The younger one, Vercingetorix, showed off his skill, shooting a dart directly in a knot on the tree.  &amp;quot;How about that?&amp;quot; he said with confidence.&amp;quot;  The older warrior grinned, &amp;quot;Pretty good....&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Blowpipe Training====&lt;br /&gt;
''Gain another 20% on blowpipe accuracy'' - This brings the warriors skill from 40% to 60%.  Requires '''Blowpipe Training''' to learn. &lt;br /&gt;
&lt;br /&gt;
'''''Quickly the older warrior, Azuma, lined up his shot, but instead of shooting at the tree, he turned around and shot it into the sky.  A minute later a parrot fell down, the dart sticking perfectly in it's chest.  &amp;quot;Just remember, there's always someone better out there,&amp;quot; he said bending down and picking up the parrot.  &amp;quot;Now get that on the fire for dinner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
&lt;br /&gt;
Scouts can crisscross the island quickly and efficiently.  The main strength of the Scouts involves in getting to enemy camps quickly, striking, then escaping within the jungle.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Scouts can start in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Gourd of water&lt;br /&gt;
*Bunch of tasty berries&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native scout effortlessly flowed through the jungle, soundlessly trailing the party of soldiers that were heading towards the village.  Once he got the number of troops he would disappear, and no one would even have known he was there.'''''&lt;br /&gt;
&lt;br /&gt;
==Villager==&lt;br /&gt;
&lt;br /&gt;
Never wanting to leave the confines of their village, happy with day to day life within it's confines, the Villager is adept at quick forays for supplies into the jungles, skillfully avoiding animals, and knowing where to find the right supplies.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Five healing herbs&lt;br /&gt;
*Banana&lt;br /&gt;
*Mango&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''Even knowing the tiger was around didn't concern Fist McRhinpuncher.  Using a special concoction of fruits and herbs, and smearing some on his arms would keep the beast away from him.  It's one of the oldest secrets his grandmother taught him, and one of the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.&lt;br /&gt;
&lt;br /&gt;
'''''Straining the yeastweed with care and precision, adding the correct amount of fruit to the liquid, and knowing when to finally pop the cork are few of the things that makes GoraGora Arog drinks the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 30% to 50%. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''The warrior scoffed at failing to find the amount of darts he needed.  After leaving the weapon hut, the villager grinned, lifting up a hidden panel built there by his father, and taking some darts for himself.  They would fetch him a pretty price at the traders, and he could use the gold to buy some trinkets for his girlfriend.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Yaqitoacl was comforted by the knowledge her late grandfather would wait for her death before moving on.  She could feel his presence with only the minimal amount of concentration.'''''&lt;br /&gt;
&lt;br /&gt;
==Shaman==&lt;br /&gt;
Shamans are masters of the spirit world, skillful at expelling, identifying, or even using passive spirits located within a range with their expanded spirit skill base.  Shamans begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Dagger&lt;br /&gt;
*Parrot feather charm&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Shadow-in-her-Eyes muttered a few strange incomprehensible words under her breath before scowling at the seemingly empty air.  The other occupants looked on with trepidation when she seemed ready to speak. Instead, she shouted for all to hear. &amp;quot;We are beset by malicious spirits!&amp;quot; '''''&lt;br /&gt;
&lt;br /&gt;
====Exorcism====&lt;br /&gt;
''Exorcise spirits from area.'' - This ability uses up 4 AP points and has a percentage chance to expel spirits from the square one is standing on.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Throwing her hands up into the air, causing the air to shimmer and ripple, Rachel Stone shouted the words that only shamans understand, the ghosts silently screamed, now visible within the air bubble.  With a simple &amp;quot;BE GONE!&amp;quot; she finished, and the hut was silent once more.  &amp;quot;They will not be able to bother us for a while now.'''''&lt;br /&gt;
&lt;br /&gt;
====Spirit Summoning====&lt;br /&gt;
''Summons spirits from surrounding area'' - This ability uses up 5 AP points, and summons spirits from as far as 13 squares away, each with a percentage chance of being summoned to where one is standing.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter wished to talk to the other side, and calmly spoke the words.  Suddenly, four spirits where in the room with him, &amp;quot;Now, tell me, what have you seen?&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Malevolence====&lt;br /&gt;
''Torment spirits causing them to become aggressive'' -Makes all spirits in the area release a haunting scream, a shocking shriek or a banshee wail depending on highest skill available on them, can use anywhere from 2AP to 5AP depending on the number of spirits affected.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter slowly walked into the room, his personal guard of spirits following behind him. The outsiders in the hut looked up, their faces slowly paling as they realised who'd arrived. With a malicious grin, the necromancer said a single word of power, causing the spirits in the room, both outsider and native, to scream their fury at the living. As each outsider succumbed to the pain and died, they joined the choir of spirits, their pain quickly ravaging all who once lived within the hut.'''''&lt;br /&gt;
&lt;br /&gt;
==Cannibal==&lt;br /&gt;
Banished to the isle of Rakmogak centuries ago due to their obscene ways, cannibals are the toughest natives on the island.  The can buff their own stats even more with consuming the flesh of their victims.  Cannibals can only originate from the village of Rakmogak, and start with 65 hit points, and can acquire a maximum of 75 AP points.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Wooden club&lt;br /&gt;
*Dagger&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
*Two gourds of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Ritual Feast====&lt;br /&gt;
''Feast on your defeated enemy and steal their power'' - Allowing a Cannibal to feast once on a dead body for 5AP, gaining hit points from the dead body and 5XP (Hit points can vary depending on how wounded the cannibal is.  If the Cannibal is at full HP, then he gains 5 HP, if the Cannibal is between 60 and 84HP, then they gain 10HP, if below 60HP, then the cannibal gains 20HP).  The Cannibal can go as high as 109HP.  You can only feast once per dead body with this skill.  Requires '''Stamina''' and '''be level 5 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Eagerly Seven Teeth bit into his meal, not savory the flesh at all, simply tearing away pieces of the man's leg, and screaming in joy.  Within minutes there was no more viable meat on the bones, and the cannibal left as quickly as he struck.'''''&lt;br /&gt;
&lt;br /&gt;
====Ritual Gluttony====&lt;br /&gt;
''Feasting can now fill most of your needs from a single body'' - This allows one to feast on a body up to three times for only 3AP and gaining only 3XP per feast (The same rules apply from Ritual feast to the amount gained, and still cap at 109).  Requires '''Ritual Feast''' and '''be level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Savoring her meal, Snico knew where the prime pieces were to be had, and how she could keep some of the meat from getting spoiled prenaturely. Keeping her screaming victim alive as she ate him was simply a bonus.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=23189</id>
		<title>Native Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=23189"/>
		<updated>2011-07-22T02:31:56Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Seance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Native Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Natives only.  Warriors, Scouts, Shamans and Villagers can originate from one of the main native villages, [[Raktam]], [[Dalpok]] or [[Wiksik]].  Meanwhile Cannibals can only come from [[Rakmogak]].&lt;br /&gt;
&lt;br /&gt;
==Warrior==&lt;br /&gt;
&lt;br /&gt;
The main military might of the Native forces, warriors have strong stamina and withstand more attacks than the normal native.  They can become proficient with the use of a blowpipe.  Warriors start with 60 hit points, and can acquire up to 75 AP points.  You can start in Raktam, Wiksik or Dalpok native camps if you choose to be this class.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Blowpipe&lt;br /&gt;
*Four poison darts&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Blowpipe Training====&lt;br /&gt;
''Gain 20% on blowpipe accuracy'' - This brings the warriors skill from 20% to 40%.  &lt;br /&gt;
&lt;br /&gt;
'''''The two warriors stood on the field, shooting darts at a tree.  The younger one, Vercingetorix, showed off his skill, shooting a dart directly in a knot on the tree.  &amp;quot;How about that?&amp;quot; he said with confidence.&amp;quot;  The older warrior grinned, &amp;quot;Pretty good....&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Blowpipe Training====&lt;br /&gt;
''Gain another 20% on blowpipe accuracy'' - This brings the warriors skill from 40% to 60%.  Requires '''Blowpipe Training''' to learn. &lt;br /&gt;
&lt;br /&gt;
'''''Quickly the older warrior, Azuma, lined up his shot, but instead of shooting at the tree, he turned around and shot it into the sky.  A minute later a parrot fell down, the dart sticking perfectly in it's chest.  &amp;quot;Just remember, there's always someone better out there,&amp;quot; he said bending down and picking up the parrot.  &amp;quot;Now get that on the fire for dinner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
&lt;br /&gt;
Scouts can crisscross the island quickly and efficiently.  The main strength of the Scouts involves in getting to enemy camps quickly, striking, then escaping within the jungle.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Scouts can start in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Gourd of water&lt;br /&gt;
*Bunch of tasty berries&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native scout effortlessly flowed through the jungle, soundlessly trailing the party of soldiers that were heading towards the village.  Once he got the number of troops he would disappear, and no one would even have known he was there.'''''&lt;br /&gt;
&lt;br /&gt;
==Villager==&lt;br /&gt;
&lt;br /&gt;
Never wanting to leave the confines of their village, happy with day to day life within it's confines, the Villager is adept at quick forays for supplies into the jungles, skillfully avoiding animals, and knowing where to find the right supplies.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Five healing herbs&lt;br /&gt;
*Banana&lt;br /&gt;
*Mango&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''Even knowing the tiger was around didn't concern Fist McRhinpuncher.  Using a special concoction of fruits and herbs, and smearing some on his arms would keep the beast away from him.  It's one of the oldest secrets his grandmother taught him, and one of the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.&lt;br /&gt;
&lt;br /&gt;
'''''Straining the yeastweed with care and precision, adding the correct amount of fruit to the liquid, and knowing when to finally pop the cork are few of the things that makes GoraGora Arog drinks the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 30% to 50%. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''The warrior scoffed at failing to find the amount of darts he needed.  After leaving the weapon hut, the villager grinned, lifting up a hidden panel built there by his father, and taking some darts for himself.  They would fetch him a pretty price at the traders, and he could use the gold to buy some trinkets for his girlfriend.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Yaqitoacl was comforted by the knowledge her late grandfather would wait for her death before moving on.  She could feel his presence with only the minimal amount of concentration.'''''&lt;br /&gt;
&lt;br /&gt;
==Shaman==&lt;br /&gt;
Shamans are masters of the spirit world, skillful at expelling, identifying, or even using passive spirits located within a range with their expanded spirit skill base.  Shamans begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Dagger&lt;br /&gt;
*Parrot feather charm&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Shadow-in-her-Eyes muttered a few strange incomprehensible words under her breath before scowling at the seemingly empty air.  The other occupants looked on with trepidation when she seemed ready to speak. Instead, she shouted for all to hear. &amp;quot;We are beset by malicious spirits!&amp;quot; '''''&lt;br /&gt;
&lt;br /&gt;
====Exorcism====&lt;br /&gt;
''Exorcise spirits from area.'' - This ability uses up 4 AP points and has a percentage chance to expel spirits from the square one is standing on.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Throwing her hands up into the air, causing the air to shimmer and ripple, Rachel Stone shouted the words that only shamans understand, the ghosts silently screamed, now visible within the air bubble.  With a simple &amp;quot;BE GONE!&amp;quot; she finished, and the hut was silent once more.  &amp;quot;They will not be able to bother us for a while now.'''''&lt;br /&gt;
&lt;br /&gt;
====Spirit Summoning====&lt;br /&gt;
''Summons spirits from surrounding area'' - This ability uses up 5 AP points, and summons spirits from as far as 13 squares away, each with a percentage chance of being summoned to where one is standing.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter wished to talk to the other side, and calmly spoke the words.  Suddenly, four spirits where in the room with him, &amp;quot;Now, tell me, what have you seen?&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Malevolence====&lt;br /&gt;
''Torment spirits causing them to become aggressive'' -Makes all spirits in the area release a haunting scream, a shocking shriek or a banshee wail depending on highest skill available on them, can use anywhere from 2AP to 5AP depending on the number of spirits affected.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter slowly walked into the room, his personal guard of spirits following behind him. The outsiders in the hut looked up, their faces slowly paling as they realised who'd arrived. With a malicious grin, the necromancer said a single word of power, causing the spirits in the room, both outsider and native, to scream their fury at the living. As each outsider succumbed to the pain and died, they joined the choir of spirits, their pain quickly ravaging all who once lived within the hut.'''''&lt;br /&gt;
&lt;br /&gt;
==Cannibal==&lt;br /&gt;
Banished to the isle of Rakmogak centuries ago due to their obscene ways, cannibals are the toughest natives on the island.  The can buff their own stats even more with consuming the flesh of their victims.  Cannibals can only originate from the village of Rakmogak, and start with 65 hit points, and can acquire a maximum of 75 AP points.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Wooden club&lt;br /&gt;
*Dagger&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
*Two gourds of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Ritual Feast====&lt;br /&gt;
''Feast on your defeated enemy and steal their power'' - Allowing a Cannibal to feast once on a dead body for 5AP, gaining hit points from the dead body and 5XP (Hit points can vary depending on how wounded the cannibal is.  If the Cannibal is at full HP, then he gains 5 HP, if the Cannibal is between 60 and 84HP, then they gain 10HP, if below 60HP, then the cannibal gains 20HP).  The Cannibal can go as high as 109HP.  You can only feast once per dead body with this skill.  Requires '''Stamina''' and '''be level 5 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Eagerly Seven Teeth bit into his meal, not savory the flesh at all, simply tearing away pieces of the man's leg, and screaming in joy.  Within minutes there was no more viable meat on the bones, and the cannibal left as quickly as he struck.'''''&lt;br /&gt;
&lt;br /&gt;
====Ritual Gluttony====&lt;br /&gt;
''Feasting can now fill most of your needs from a single body'' - This allows one to feast on a body up to three times for only 3AP and gaining only 3XP per feast (The same rules apply from Ritual feast to the amount gained, and still cap at 109).  Requires '''Ritual Feast''' and '''be level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Savoring her meal, Snico knew where the prime pieces were to be had, and how she could keep some of the meat from getting spoiled.  Also, keeping the victim alive was just simply icing on the cake.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=23188</id>
		<title>Native Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=23188"/>
		<updated>2011-07-22T02:29:31Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Malevolence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Native Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Natives only.  Warriors, Scouts, Shamans and Villagers can originate from one of the main native villages, [[Raktam]], [[Dalpok]] or [[Wiksik]].  Meanwhile Cannibals can only come from [[Rakmogak]].&lt;br /&gt;
&lt;br /&gt;
==Warrior==&lt;br /&gt;
&lt;br /&gt;
The main military might of the Native forces, warriors have strong stamina and withstand more attacks than the normal native.  They can become proficient with the use of a blowpipe.  Warriors start with 60 hit points, and can acquire up to 75 AP points.  You can start in Raktam, Wiksik or Dalpok native camps if you choose to be this class.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Blowpipe&lt;br /&gt;
*Four poison darts&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Blowpipe Training====&lt;br /&gt;
''Gain 20% on blowpipe accuracy'' - This brings the warriors skill from 20% to 40%.  &lt;br /&gt;
&lt;br /&gt;
'''''The two warriors stood on the field, shooting darts at a tree.  The younger one, Vercingetorix, showed off his skill, shooting a dart directly in a knot on the tree.  &amp;quot;How about that?&amp;quot; he said with confidence.&amp;quot;  The older warrior grinned, &amp;quot;Pretty good....&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Blowpipe Training====&lt;br /&gt;
''Gain another 20% on blowpipe accuracy'' - This brings the warriors skill from 40% to 60%.  Requires '''Blowpipe Training''' to learn. &lt;br /&gt;
&lt;br /&gt;
'''''Quickly the older warrior, Azuma, lined up his shot, but instead of shooting at the tree, he turned around and shot it into the sky.  A minute later a parrot fell down, the dart sticking perfectly in it's chest.  &amp;quot;Just remember, there's always someone better out there,&amp;quot; he said bending down and picking up the parrot.  &amp;quot;Now get that on the fire for dinner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
&lt;br /&gt;
Scouts can crisscross the island quickly and efficiently.  The main strength of the Scouts involves in getting to enemy camps quickly, striking, then escaping within the jungle.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Scouts can start in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Gourd of water&lt;br /&gt;
*Bunch of tasty berries&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native scout effortlessly flowed through the jungle, soundlessly trailing the party of soldiers that were heading towards the village.  Once he got the number of troops he would disappear, and no one would even have known he was there.'''''&lt;br /&gt;
&lt;br /&gt;
==Villager==&lt;br /&gt;
&lt;br /&gt;
Never wanting to leave the confines of their village, happy with day to day life within it's confines, the Villager is adept at quick forays for supplies into the jungles, skillfully avoiding animals, and knowing where to find the right supplies.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Five healing herbs&lt;br /&gt;
*Banana&lt;br /&gt;
*Mango&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''Even knowing the tiger was around didn't concern Fist McRhinpuncher.  Using a special concoction of fruits and herbs, and smearing some on his arms would keep the beast away from him.  It's one of the oldest secrets his grandmother taught him, and one of the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.&lt;br /&gt;
&lt;br /&gt;
'''''Straining the yeastweed with care and precision, adding the correct amount of fruit to the liquid, and knowing when to finally pop the cork are few of the things that makes GoraGora Arog drinks the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 30% to 50%. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''The warrior scoffed at failing to find the amount of darts he needed.  After leaving the weapon hut, the villager grinned, lifting up a hidden panel built there by his father, and taking some darts for himself.  They would fetch him a pretty price at the traders, and he could use the gold to buy some trinkets for his girlfriend.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Yaqitoacl was comforted by the knowledge her late grandfather would wait for her death before moving on.  She could feel his presence with only the minimal amount of concentration.'''''&lt;br /&gt;
&lt;br /&gt;
==Shaman==&lt;br /&gt;
Shamans are masters of the spirit world, skillful at expelling, identifying, or even using passive spirits located within a range with their expanded spirit skill base.  Shamans begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Dagger&lt;br /&gt;
*Parrot feather charm&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Shadow-in-her-Eyes muttered a few strange incomprehensible words under her breath before scowling at the seemingly empty air.  The other occupants looked on with trepidation when she spoke, &amp;quot;We are beset by ghosts!&amp;quot; he shouted for all to hear.'''''&lt;br /&gt;
&lt;br /&gt;
====Exorcism====&lt;br /&gt;
''Exorcise spirits from area.'' - This ability uses up 4 AP points and has a percentage chance to expel spirits from the square one is standing on.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Throwing her hands up into the air, causing the air to shimmer and ripple, Rachel Stone shouted the words that only shamans understand, the ghosts silently screamed, now visible within the air bubble.  With a simple &amp;quot;BE GONE!&amp;quot; she finished, and the hut was silent once more.  &amp;quot;They will not be able to bother us for a while now.'''''&lt;br /&gt;
&lt;br /&gt;
====Spirit Summoning====&lt;br /&gt;
''Summons spirits from surrounding area'' - This ability uses up 5 AP points, and summons spirits from as far as 13 squares away, each with a percentage chance of being summoned to where one is standing.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter wished to talk to the other side, and calmly spoke the words.  Suddenly, four spirits where in the room with him, &amp;quot;Now, tell me, what have you seen?&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Malevolence====&lt;br /&gt;
''Torment spirits causing them to become aggressive'' -Makes all spirits in the area release a haunting scream, a shocking shriek or a banshee wail depending on highest skill available on them, can use anywhere from 2AP to 5AP depending on the number of spirits affected.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter slowly walked into the room, his personal guard of spirits following behind him. The outsiders in the hut looked up, their faces slowly paling as they realised who'd arrived. With a malicious grin, the necromancer said a single word of power, causing the spirits in the room, both outsider and native, to scream their fury at the living. As each outsider succumbed to the pain and died, they joined the choir of spirits, their pain quickly ravaging all who once lived within the hut.'''''&lt;br /&gt;
&lt;br /&gt;
==Cannibal==&lt;br /&gt;
Banished to the isle of Rakmogak centuries ago due to their obscene ways, cannibals are the toughest natives on the island.  The can buff their own stats even more with consuming the flesh of their victims.  Cannibals can only originate from the village of Rakmogak, and start with 65 hit points, and can acquire a maximum of 75 AP points.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Wooden club&lt;br /&gt;
*Dagger&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
*Two gourds of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Ritual Feast====&lt;br /&gt;
''Feast on your defeated enemy and steal their power'' - Allowing a Cannibal to feast once on a dead body for 5AP, gaining hit points from the dead body and 5XP (Hit points can vary depending on how wounded the cannibal is.  If the Cannibal is at full HP, then he gains 5 HP, if the Cannibal is between 60 and 84HP, then they gain 10HP, if below 60HP, then the cannibal gains 20HP).  The Cannibal can go as high as 109HP.  You can only feast once per dead body with this skill.  Requires '''Stamina''' and '''be level 5 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Eagerly Seven Teeth bit into his meal, not savory the flesh at all, simply tearing away pieces of the man's leg, and screaming in joy.  Within minutes there was no more viable meat on the bones, and the cannibal left as quickly as he struck.'''''&lt;br /&gt;
&lt;br /&gt;
====Ritual Gluttony====&lt;br /&gt;
''Feasting can now fill most of your needs from a single body'' - This allows one to feast on a body up to three times for only 3AP and gaining only 3XP per feast (The same rules apply from Ritual feast to the amount gained, and still cap at 109).  Requires '''Ritual Feast''' and '''be level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Savoring her meal, Snico knew where the prime pieces were to be had, and how she could keep some of the meat from getting spoiled.  Also, keeping the victim alive was just simply icing on the cake.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=23187</id>
		<title>Native Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=23187"/>
		<updated>2011-07-22T02:24:10Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Exorcism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Native Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Natives only.  Warriors, Scouts, Shamans and Villagers can originate from one of the main native villages, [[Raktam]], [[Dalpok]] or [[Wiksik]].  Meanwhile Cannibals can only come from [[Rakmogak]].&lt;br /&gt;
&lt;br /&gt;
==Warrior==&lt;br /&gt;
&lt;br /&gt;
The main military might of the Native forces, warriors have strong stamina and withstand more attacks than the normal native.  They can become proficient with the use of a blowpipe.  Warriors start with 60 hit points, and can acquire up to 75 AP points.  You can start in Raktam, Wiksik or Dalpok native camps if you choose to be this class.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Blowpipe&lt;br /&gt;
*Four poison darts&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Blowpipe Training====&lt;br /&gt;
''Gain 20% on blowpipe accuracy'' - This brings the warriors skill from 20% to 40%.  &lt;br /&gt;
&lt;br /&gt;
'''''The two warriors stood on the field, shooting darts at a tree.  The younger one, Vercingetorix, showed off his skill, shooting a dart directly in a knot on the tree.  &amp;quot;How about that?&amp;quot; he said with confidence.&amp;quot;  The older warrior grinned, &amp;quot;Pretty good....&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Blowpipe Training====&lt;br /&gt;
''Gain another 20% on blowpipe accuracy'' - This brings the warriors skill from 40% to 60%.  Requires '''Blowpipe Training''' to learn. &lt;br /&gt;
&lt;br /&gt;
'''''Quickly the older warrior, Azuma, lined up his shot, but instead of shooting at the tree, he turned around and shot it into the sky.  A minute later a parrot fell down, the dart sticking perfectly in it's chest.  &amp;quot;Just remember, there's always someone better out there,&amp;quot; he said bending down and picking up the parrot.  &amp;quot;Now get that on the fire for dinner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
&lt;br /&gt;
Scouts can crisscross the island quickly and efficiently.  The main strength of the Scouts involves in getting to enemy camps quickly, striking, then escaping within the jungle.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Scouts can start in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Gourd of water&lt;br /&gt;
*Bunch of tasty berries&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native scout effortlessly flowed through the jungle, soundlessly trailing the party of soldiers that were heading towards the village.  Once he got the number of troops he would disappear, and no one would even have known he was there.'''''&lt;br /&gt;
&lt;br /&gt;
==Villager==&lt;br /&gt;
&lt;br /&gt;
Never wanting to leave the confines of their village, happy with day to day life within it's confines, the Villager is adept at quick forays for supplies into the jungles, skillfully avoiding animals, and knowing where to find the right supplies.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Five healing herbs&lt;br /&gt;
*Banana&lt;br /&gt;
*Mango&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''Even knowing the tiger was around didn't concern Fist McRhinpuncher.  Using a special concoction of fruits and herbs, and smearing some on his arms would keep the beast away from him.  It's one of the oldest secrets his grandmother taught him, and one of the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.&lt;br /&gt;
&lt;br /&gt;
'''''Straining the yeastweed with care and precision, adding the correct amount of fruit to the liquid, and knowing when to finally pop the cork are few of the things that makes GoraGora Arog drinks the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 30% to 50%. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''The warrior scoffed at failing to find the amount of darts he needed.  After leaving the weapon hut, the villager grinned, lifting up a hidden panel built there by his father, and taking some darts for himself.  They would fetch him a pretty price at the traders, and he could use the gold to buy some trinkets for his girlfriend.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Yaqitoacl was comforted by the knowledge her late grandfather would wait for her death before moving on.  She could feel his presence with only the minimal amount of concentration.'''''&lt;br /&gt;
&lt;br /&gt;
==Shaman==&lt;br /&gt;
Shamans are masters of the spirit world, skillful at expelling, identifying, or even using passive spirits located within a range with their expanded spirit skill base.  Shamans begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Dagger&lt;br /&gt;
*Parrot feather charm&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Shadow-in-her-Eyes muttered a few strange incomprehensible words under her breath before scowling at the seemingly empty air.  The other occupants looked on with trepidation when she spoke, &amp;quot;We are beset by ghosts!&amp;quot; he shouted for all to hear.'''''&lt;br /&gt;
&lt;br /&gt;
====Exorcism====&lt;br /&gt;
''Exorcise spirits from area.'' - This ability uses up 4 AP points and has a percentage chance to expel spirits from the square one is standing on.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Throwing her hands up into the air, causing the air to shimmer and ripple, Rachel Stone shouted the words that only shamans understand, the ghosts silently screamed, now visible within the air bubble.  With a simple &amp;quot;BE GONE!&amp;quot; she finished, and the hut was silent once more.  &amp;quot;They will not be able to bother us for a while now.'''''&lt;br /&gt;
&lt;br /&gt;
====Spirit Summoning====&lt;br /&gt;
''Summons spirits from surrounding area'' - This ability uses up 5 AP points, and summons spirits from as far as 13 squares away, each with a percentage chance of being summoned to where one is standing.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter wished to talk to the other side, and calmly spoke the words.  Suddenly, four spirits where in the room with him, &amp;quot;Now, tell me, what have you seen?&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Malevolence====&lt;br /&gt;
''Torment spirits causing them to become aggressive'' -Makes all spirits in the area release a haunting scream, a shocking shriek or a banshee wail depending on highest skill available on them, can use anywhere from 2AP to 5AP depending on the number of spirits affected.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The spirits wailed, some shrieking while others simply shouted.  Etherdrifter stopped his art, and looked at the assembled spirits, &amp;quot;Now that was disappointing.  Answer me truthfully this time, will you?&amp;quot;'''''&lt;br /&gt;
   &lt;br /&gt;
==Cannibal==&lt;br /&gt;
Banished to the isle of Rakmogak centuries ago due to their obscene ways, cannibals are the toughest natives on the island.  The can buff their own stats even more with consuming the flesh of their victims.  Cannibals can only originate from the village of Rakmogak, and start with 65 hit points, and can acquire a maximum of 75 AP points.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Wooden club&lt;br /&gt;
*Dagger&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
*Two gourds of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Ritual Feast====&lt;br /&gt;
''Feast on your defeated enemy and steal their power'' - Allowing a Cannibal to feast once on a dead body for 5AP, gaining hit points from the dead body and 5XP (Hit points can vary depending on how wounded the cannibal is.  If the Cannibal is at full HP, then he gains 5 HP, if the Cannibal is between 60 and 84HP, then they gain 10HP, if below 60HP, then the cannibal gains 20HP).  The Cannibal can go as high as 109HP.  You can only feast once per dead body with this skill.  Requires '''Stamina''' and '''be level 5 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Eagerly Seven Teeth bit into his meal, not savory the flesh at all, simply tearing away pieces of the man's leg, and screaming in joy.  Within minutes there was no more viable meat on the bones, and the cannibal left as quickly as he struck.'''''&lt;br /&gt;
&lt;br /&gt;
====Ritual Gluttony====&lt;br /&gt;
''Feasting can now fill most of your needs from a single body'' - This allows one to feast on a body up to three times for only 3AP and gaining only 3XP per feast (The same rules apply from Ritual feast to the amount gained, and still cap at 109).  Requires '''Ritual Feast''' and '''be level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Savoring her meal, Snico knew where the prime pieces were to be had, and how she could keep some of the meat from getting spoiled.  Also, keeping the victim alive was just simply icing on the cake.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Neil_Tathers&amp;diff=23186</id>
		<title>User talk:Neil Tathers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Neil_Tathers&amp;diff=23186"/>
		<updated>2011-07-22T00:12:01Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Explain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Shartak Wiki!&lt;br /&gt;
&lt;br /&gt;
In case you've missed it, the 'Show preview' button allows you to preview your changes before you save - allowing you to make a number of minor changes in a single 'save page', which would be appreciated.&lt;br /&gt;
&lt;br /&gt;
If you're uploading pictures, please respect the Wiki policy against uploading copyrighted materials.&lt;br /&gt;
--[[User:Cheesesteak|Cheesesteak]] 21:13, 4 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Keep up the good work. You're Shartak's Wiki guru, as well as its master storyteller. --[[User:Sizzu|Sizzu]] 21:00, 14 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for fixing the date on the [[Kingdom of Wiksik Map]] page! --[[User:Anthor|Anthor]] 00:44, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
= Deletions =&lt;br /&gt;
&lt;br /&gt;
Neil, there's a template for deletion suggestions - Template:Delete - if there are pages you think aren't needed, just add the template to those pages.  --[[User:Johan Crichton|Johan Crichton]] 19:39, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==profile pics==&lt;br /&gt;
[[Image:Character Information.png]]&lt;br /&gt;
[[Image:Personal Information.png]]&lt;br /&gt;
[[Image:Edit Display Options.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Upper Part.png]]&lt;br /&gt;
[[Image:General Stats.png]]&lt;br /&gt;
[[Image:Kill Stats.png]]&lt;br /&gt;
[[Image:NPC Kills.png]]&lt;br /&gt;
&lt;br /&gt;
==Explain==&lt;br /&gt;
&lt;br /&gt;
So you've revised my changes. As a newcomer to Shartak coming over from other games, I changed that part of the wiki as the start of a slow change to the whole thing. I respect that the fiction is older than my time here, which is why I didn't simply wipe it out, but having character names in it makes the whole game look full of themselves from a new arrival's perspective. As I don't wish to see the whole game sunk due to this (I had encouragement to try it despite that rather poor first impression) I sought to repair it to that the names in the fiction are more generic and accurately describe the skill (I've seen a handful which don't actually match the skill's effect). &lt;br /&gt;
&lt;br /&gt;
Now, to hear the other side of things, can you tell me why I should not do this? I'd rather not have an edit-war with you. [[User:Shadok|Shadok]] 12:17, 20 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thank you for explaining why you did what you did.  Most people wouldn't have bothered and tried to have an edit war.  The reason why I had placed names in there was a nod to older characters of the game, and give them some respect for what they had brought.  I never saw it as a putdown for newer players, and in fact I've had some new players say they enjoyed that aspect quite a bit.  Several people have told me how they were excited that they found these actual characters in game.  Which makes me curious as to why you think it makes us look full of ourselves for doing that?  Seeing as I spent alot of time on those skill pages, I found it kinda insulting that you went in and changed it like that without discussing it first with me.&lt;br /&gt;
&lt;br /&gt;
The last thing I would want to do is to deter new players, but I honestly don't see how having names in a sentence or two is deterrent in any way, shape or form.  Now is skill specs are wrong, which some of them have been, I have no problem with people correcting that, or even their own clan pages.  I don't mess with those, only clean them up if the clan is old and has some formatting issues in their page.&lt;br /&gt;
&lt;br /&gt;
We could pose this question to the community as a whole and see what they say on the forum.  If a majority of people think it's a deterrent, then we can easily edit them.&lt;br /&gt;
&lt;br /&gt;
I'm also curious to these other changes you say you want to implement, and how they will change the wiki on a whole.  &lt;br /&gt;
&lt;br /&gt;
~Neil Tathers&lt;br /&gt;
&lt;br /&gt;
Well, thank you for replying nicely. In hindsight, what I did WAS rather rude and you'd have been justified in not wishing to speak with me. Offending you was NOT at all my intent. I simply am trying to help and may have done so the wrong way. I forget sometimes that I'm not as known on this wiki as on others. And I am aware of the pointlessness of a edit war. Aside from wasting both our time, it is the mark of a wikinoob to try edit-war with an older user. I'd rather not have my name marred with such a title. It's impossible to remove.&lt;br /&gt;
Aside from that, I've come from another game where the use of player names in skillfiction was forbidden. It was because many people were doing it purely so they keep their &amp;quot;mark&amp;quot; on the game forever and, in some cases, writing up total bullshit and only keeping it because they gathered their clan and ordered them to vote for it. I will watch the link you provided me and if the game as a whole REALLY thinks that the pros outweigh the cons, then I will respect it, no matter what my own attitude towards that is. Perhaps I am simply jaded.&lt;br /&gt;
&lt;br /&gt;
Now, regarding my changes they are a long-term plan, since it seems that working alone will take me a while to do this, the first is going to be my own hunting of the grammar and spelling errors which seem rampent upon the wiki. I've seen them in both skill descriptions, in clan pages (this one I'll have to request permission before stepping in. I've already obtained permission from the Necromancers guild, so I'll begin there), in fiction (mainly grammar there, but occational simple mistakes such as &amp;quot;their&amp;quot; and &amp;quot;there&amp;quot; being mixed up) and in the guides.&lt;br /&gt;
&lt;br /&gt;
The next phase would be changing things to further aid the new readers. The KISS theory needs to be implemented a little here. The newcomer's guide(s) made NO SENSE to me when I first read them until I had an hour-long conversation with an older player (who'd told me and invited me to shartak) over IRC. And still I had to go and actively experiment, a week-long trek through the game's manu tiles, before I fully understood how things in the game worked. Aside from that, I would, if permittable, replace some fiction with ones which accurately describe the skill rather than simply fiction which, while sounding good, does not actually show what the skill does. (Maleviolence is one example of this. When I read it, I first thought the skill gave the user the ability to harm SPIRITS, not cause them to harm the living. Then I read the skill two more times and looked it up on the necromancer's guide before figuring it out). If you're willing to work with me on that, I'll say now that when writing game-fiction, I always use generic names. As above, if the community prefers to use character names, then you'll have to place names into the fiction (since, as a newcomer, I don't know who would fit best).&lt;br /&gt;
&lt;br /&gt;
I'll continue to explain my objectives as things are ticked off, since this stuff, although only a paragraph thus far, is already quite enough. &lt;br /&gt;
[[User:Shadok|Shadok]] 00:47, 21 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am extremely guilty of grammar and spelling mistakes.  It's one of my weaknesses.  I'm am more than happy if you are willing to go through the wiki and correct these mistakes.  I agree with you about the newcomer's guide, I've never like it myself.  If you can think of a better way for it to present itself, be my guest.  My strength in the wiki s relating past events.&lt;br /&gt;
&lt;br /&gt;
If you want to replace fiction, that is fine, just use the names already in the text.  Shouldn't be too hard to do, but if you wish, I can always insert the names into the text easily enough.&lt;br /&gt;
&lt;br /&gt;
Also, how do you sign your posts?  I never got the hang the it.&lt;br /&gt;
&lt;br /&gt;
~Neil Tathers&lt;br /&gt;
&lt;br /&gt;
Well, we are all with our flaws. I know quite a few of my own and will seek out aid from others when I need it. It's good to know them. &lt;br /&gt;
&lt;br /&gt;
Well, I will certainly come to you if I require information about Shartak's past. I won't pretend I know much about what has happened in Shartak in the past. It's good to know I have someone I can turn to on that matter.&lt;br /&gt;
&lt;br /&gt;
As for fiction, I'll try to do that. It's just a simple matter of substitution. I'll just need to remember to put the names in.&lt;br /&gt;
&lt;br /&gt;
Signing posts is easy. Simply imput ~ four times at the point you want your signature. (So ~/~/~/~ without the /, I have to split them to prevent them from activating)&lt;br /&gt;
[[User:Shadok|Shadok]] 00:12, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Philosophe_Knights&amp;diff=23162</id>
		<title>Talk:Philosophe Knights</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Philosophe_Knights&amp;diff=23162"/>
		<updated>2011-07-21T10:49:28Z</updated>

		<summary type="html">&lt;p&gt;Shadok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dont I know you from somewhere? ==&lt;br /&gt;
&lt;br /&gt;
You're a PKer clan on UD aren't you? [[User:RobZombie|RobZombie]]&lt;br /&gt;
:Wow, that was fast.  You are correct, but here in Shartak we are peaceful.  [[User:Masque|Masque]] 05:38, 14 June 2007 (UTC)&lt;br /&gt;
::OK...just checking. I was quite suprised to see is said 'peaceful' in your page, but some PKers are known to lie, so I had to ask. [[User:RobZombie|RobZombie]]&lt;br /&gt;
:::Not at all a problem.  I bet that your asking will answer many similar questions.  [[User:Masque|Masque]] 06:26, 14 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
hmmmm. no wonder you guys seemed familiar. don't cause trouble here in Shartak, pleaaase. we have problems of our own. hahaha -[[User:Elegost|Elegost]] 10:32, 14 June 2007 (UTC)&lt;br /&gt;
:Yeah, don't worry.  Read our manifesto, it should comfort you.  [[User:Masque|Masque]] 15:29, 14 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Forum==&lt;br /&gt;
Howdy.  I registered on your forum back in April, but I'm still waiting for the account to be okayed.  Could one of you take care of that?  Much obliged. --[[User:Black Joe|Black Joe]] 15:25, 14 June 2007 (UTC)&lt;br /&gt;
:Of course.  Though there isn't Shartak discussion there as of yet.  I shall get it up soon.  I'll make sure to give you access.  [[User:Masque|Masque]] 15:29, 14 June 2007 (UTC)&lt;br /&gt;
:'''EDIT: What is your username?  There is no Black Joe registered.'''&lt;br /&gt;
::Sorry about that.  It occurred to me later.  I registered under James Barnes, one of my better known characters.  Black Joe the character is somewhat obscure.--[[User:Black Joe|Black Joe]] 23:20, 14 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DT==&lt;br /&gt;
I, Le Penseur, have arrived upon Shartak. I am in the settlement of Derby, and am already wearing the White Mask. [[User:Thinker|Thinker]] 03:35, 19 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
&lt;br /&gt;
Do you require a representative from Rakmogak? If so, Narrit would be willing to aid in the enlightenment cause. [[User:Shadok|Shadok]] 10:49, 21 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23161</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23161"/>
		<updated>2011-07-21T03:07:22Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Advanced Concepts Of The Craft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but, sadly, so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs, for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate for your needs; however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and, should you wish to ally with them, adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defense against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's stamina is minimal (4ap) and as such it can be used freely and easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits dislike being summoned without their permission and may take offense at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits despise being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of Shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades, but are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will help you resist their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits, as well as those who have trained their sixth sense, of the spirit's approximate location. Again, a skill that, if used well, can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas; remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly; a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort required to use these varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders. However, It takes a minor amount of effort for the spirit (3-4ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the victim does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great deal of effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly, the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and, again, should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found only in grasslands and swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine). It should be noted although that, alas, they lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that, unlike all other reagents and elixirs, they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful (and less painful).  This particular recipe severely reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir, a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one requires 3 pieces of fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that, while deadly, this wine is also the most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charms'''&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits seeking to enter their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and, thus, is particularly useful to necromancers with a lair in caverns.  It does, unfortunately, mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a &amp;quot;critical strike&amp;quot;.  It does however seem to make one's weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by their spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23160</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23160"/>
		<updated>2011-07-21T03:05:03Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* The Artefacts Of The Island */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but, sadly, so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs, for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate for your needs; however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and, should you wish to ally with them, adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defense against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's stamina is minimal (4ap) and as such it can be used freely and easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits dislike being summoned without their permission and may take offense at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits despise being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of Shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades, but are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will help you resist their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits, as well as those who have trained their sixth sense, of the spirit's approximate location. Again, a skill that, if used well, can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas; remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly; a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort required to use these varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders. However, It takes a minor amount of effort for the spirit (3-4ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the victim does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great deal of effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly, the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and, again, should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found only in grasslands and swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine). It should be noted although that, alas, they lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that, unlike all other reagents and elixirs, they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful (and less painful).  This particular recipe severely reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir, a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one requires 3 pieces of fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that, while deadly, this wine is also the most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charms'''&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits seeking to enter their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and, thus, is particularly useful to necromancers with a lair in caverns.  It does, unfortunately, mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a &amp;quot;critical strike&amp;quot;.  It does however seem to make one's weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23159</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23159"/>
		<updated>2011-07-21T03:02:33Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Dark Elixirs And Poisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but, sadly, so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs, for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate for your needs; however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and, should you wish to ally with them, adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defense against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's stamina is minimal (4ap) and as such it can be used freely and easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits dislike being summoned without their permission and may take offense at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits despise being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of Shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades, but are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will help you resist their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits, as well as those who have trained their sixth sense, of the spirit's approximate location. Again, a skill that, if used well, can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas; remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly; a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort required to use these varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders. However, It takes a minor amount of effort for the spirit (3-4ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the victim does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great deal of effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly, the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and, again, should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found only in grasslands and swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine). It should be noted although that, alas, they lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that, unlike all other reagents and elixirs, they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful (and less painful).  This particular recipe severely reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir, a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one requires 3 pieces of fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that, while deadly, this wine is also the most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23158</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23158"/>
		<updated>2011-07-21T02:56:49Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Dark Elixirs And Poisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but, sadly, so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs, for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate for your needs; however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and, should you wish to ally with them, adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defense against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's stamina is minimal (4ap) and as such it can be used freely and easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits dislike being summoned without their permission and may take offense at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits despise being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of Shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades, but are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will help you resist their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits, as well as those who have trained their sixth sense, of the spirit's approximate location. Again, a skill that, if used well, can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas; remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly; a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort required to use these varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders. However, It takes a minor amount of effort for the spirit (3-4ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the victim does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great deal of effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly, the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and again should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found in grasslands as well as swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine).  They, alas, lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that unlike all other reagents and elixirs they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful.  This particular recipe reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one needs 3 fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that while deadly this wine is most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23157</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23157"/>
		<updated>2011-07-21T02:56:13Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* The Talents Of The Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but, sadly, so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs, for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate for your needs; however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and, should you wish to ally with them, adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defense against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's stamina is minimal (4ap) and as such it can be used freely and easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits dislike being summoned without their permission and may take offense at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits despise being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of Shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades, but are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will help you resist their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits, as well as those who have trained their sixth sense, of the spirit's approximate location. Again, a skill that, if used well, can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas; remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly; a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort required to use these varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders. However, It takes a minor amount of effort for the spirit (3-4ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the victim does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great deal of effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly however the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and again should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found in grasslands as well as swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine).  They, alas, lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that unlike all other reagents and elixirs they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful.  This particular recipe reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one needs 3 fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that while deadly this wine is most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23156</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23156"/>
		<updated>2011-07-21T02:55:53Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* The Talents Of The Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but, sadly, so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs, for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate for your needs; however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and, should you wish to ally with them, adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defense against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's stamina is minimal (4ap) and as such it can be used freely and easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits dislike being summoned without their permission and may take offense at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits despise being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of Shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades, but are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will help you resist their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits, as well as those who have trained their sixth sense, of the spirit's approximate location. Again, a skill that, if used well, can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas; remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly; a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort required to use these varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders. However, It takes a minor amount of effort for the spirit (3-4ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the victim does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly however the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and again should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found in grasslands as well as swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine).  They, alas, lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that unlike all other reagents and elixirs they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful.  This particular recipe reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one needs 3 fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that while deadly this wine is most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23155</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23155"/>
		<updated>2011-07-21T02:52:25Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Your Allies, The Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but, sadly, so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs, for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate for your needs; however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and, should you wish to ally with them, adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defense against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's stamina is minimal (4ap) and as such it can be used freely and easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits dislike being summoned without their permission and may take offense at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits despise being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of Shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades, but are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will help you resist their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits as well as those of sixth sense of the spirits approximate location. Again a skill that if used well can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas, remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly, a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders.  It takes a minor amount of effort for the spirit (1ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the mark does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly however the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and again should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found in grasslands as well as swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine).  They, alas, lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that unlike all other reagents and elixirs they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful.  This particular recipe reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one needs 3 fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that while deadly this wine is most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23154</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23154"/>
		<updated>2011-07-21T02:49:28Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Arcane Formulae For The Interaction And Manipulation Of The Dead/ Repairing errors and removing false information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but, sadly, so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs, for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate for your needs; however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and, should you wish to ally with them, adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defense against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's stamina is minimal (4ap) and as such it can be used freely and easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits dislike being summoned without their permission and may take offense at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits despise being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of Shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades and are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will protect you from their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits as well as those of sixth sense of the spirits approximate location. Again a skill that if used well can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas, remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly, a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders.  It takes a minor amount of effort for the spirit (1ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the mark does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly however the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and again should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found in grasslands as well as swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine).  They, alas, lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that unlike all other reagents and elixirs they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful.  This particular recipe reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one needs 3 fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that while deadly this wine is most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23153</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23153"/>
		<updated>2011-07-21T02:41:52Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* The Establishing And Running Of Lairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but, sadly, so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs, for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate for your needs; however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and should you wish to ally with them adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.  This skill requires another person to be present to channel the spirit’s name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defence against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's health is minimal (4ap) and as such it can be used easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits disdain being summoned without their permission and may take offence at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits will disdain being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades and are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will protect you from their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits as well as those of sixth sense of the spirits approximate location. Again a skill that if used well can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas, remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly, a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders.  It takes a minor amount of effort for the spirit (1ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the mark does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly however the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and again should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found in grasslands as well as swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine).  They, alas, lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that unlike all other reagents and elixirs they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful.  This particular recipe reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one needs 3 fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that while deadly this wine is most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23152</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23152"/>
		<updated>2011-07-21T02:40:19Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* The Establishing And Running Of Lairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but, sadly, so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs, for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate to your needs, however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and should you wish to ally with them adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.  This skill requires another person to be present to channel the spirit’s name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defence against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's health is minimal (4ap) and as such it can be used easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits disdain being summoned without their permission and may take offence at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits will disdain being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades and are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will protect you from their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits as well as those of sixth sense of the spirits approximate location. Again a skill that if used well can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas, remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly, a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders.  It takes a minor amount of effort for the spirit (1ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the mark does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly however the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and again should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found in grasslands as well as swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine).  They, alas, lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that unlike all other reagents and elixirs they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful.  This particular recipe reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one needs 3 fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that while deadly this wine is most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23151</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23151"/>
		<updated>2011-07-21T02:38:50Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* The Establishing And Running Of Lairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
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'''Attire'''&lt;br /&gt;
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Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
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''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
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'''Armament'''&lt;br /&gt;
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A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
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''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
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=== The Establishing And Running Of Lairs ===&lt;br /&gt;
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When you have your basic tools of the trade at hand, you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However, in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
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'''Lairs:'''&lt;br /&gt;
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'''Wilderness'''&lt;br /&gt;
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A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
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'''Ruins'''&lt;br /&gt;
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An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
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'''Village Hut'''&lt;br /&gt;
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Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but sadly so are exorcists.&lt;br /&gt;
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'''Tunnels'''&lt;br /&gt;
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An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
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'''Essential Supplies'''&lt;br /&gt;
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So you have picked your location.  No doubt it is adequate to your needs, however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
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*10+ healing herbs&lt;br /&gt;
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*1 backpack&lt;br /&gt;
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*1 monkey claw charm&lt;br /&gt;
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*10 bottles/gourds of fungi juice&lt;br /&gt;
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*1 silver skull cross.&lt;br /&gt;
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It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
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'''Taking Flight'''&lt;br /&gt;
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Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
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=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
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Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
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*Sixth Sense&lt;br /&gt;
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*Psychic Recognition&lt;br /&gt;
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*Seance&lt;br /&gt;
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*Exorcism&lt;br /&gt;
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*Spirit Summoning&lt;br /&gt;
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*Malevolence&lt;br /&gt;
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These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
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'''Sixth Sense'''&lt;br /&gt;
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The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
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While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
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'''Psychic Recognition'''&lt;br /&gt;
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The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and should you wish to ally with them adding them to your contacts tome is much advised.&lt;br /&gt;
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There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
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'''Seance'''&lt;br /&gt;
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This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.  This skill requires another person to be present to channel the spirit’s name.&lt;br /&gt;
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'''Exorcism'''&lt;br /&gt;
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An art used to counter all necromantic spells and your main defence against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's health is minimal (4ap) and as such it can be used easily.&lt;br /&gt;
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'''Spirit Summoning'''&lt;br /&gt;
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A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
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Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits disdain being summoned without their permission and may take offence at the practitioner's presumption.&lt;br /&gt;
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'''Malevolence'''&lt;br /&gt;
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The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
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Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits will disdain being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
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'''Re-animation'''&lt;br /&gt;
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Often considered the most powerful of all spells until its true nature is understood. The elder gods of shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
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To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
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''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
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To give your minion an instruction one then must utter:&lt;br /&gt;
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''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
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To end the spell one must simply enter this final incantation:&lt;br /&gt;
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''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
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These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
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'''Locust Cloud'''&lt;br /&gt;
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A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
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To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
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''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
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This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
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''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
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''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
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As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
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=== Your Allies, The Undead ===&lt;br /&gt;
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There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
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A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
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A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
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The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
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The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades and are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
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The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
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The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will protect you from their jokes.&lt;br /&gt;
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The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
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=== The Talents Of The Undead ===&lt;br /&gt;
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This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
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*Ghostly Whisper&lt;br /&gt;
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*Haunting Scream&lt;br /&gt;
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*Shocking Shriek&lt;br /&gt;
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*Banshee Wail&lt;br /&gt;
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*Possession&lt;br /&gt;
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*Forceful Possession&lt;br /&gt;
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'''Ghostly Whisper'''&lt;br /&gt;
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Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
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'''Haunting Scream'''&lt;br /&gt;
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This skill does little damage to the living (1) but alerts other spirits as well as those of sixth sense of the spirits approximate location. Again a skill that if used well can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
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'''Shocking Shriek'''&lt;br /&gt;
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A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas, remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
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'''Banshee Wail'''&lt;br /&gt;
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A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly, a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
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'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders.  It takes a minor amount of effort for the spirit (1ap)&lt;br /&gt;
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'''Forceful Possession'''&lt;br /&gt;
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Ghosts with this skill make for excellent assassins, for the mark does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great effort for a spirit (10ap).&lt;br /&gt;
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=== Dark Elixirs And Poisons ===&lt;br /&gt;
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For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly however the Reagents for such potions should be explored.&lt;br /&gt;
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'''Fungi'''&lt;br /&gt;
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Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and again should present no problems to a novice practitioner.&lt;br /&gt;
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'''Bunch of Poisonous Berries'''&lt;br /&gt;
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These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
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'''Bunch of Tasty Berries'''&lt;br /&gt;
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These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
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'''Yeastweed'''&lt;br /&gt;
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This foul smelling plant can be found in grasslands as well as swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
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'''Healing Herbs'''&lt;br /&gt;
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These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine).  They, alas, lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that unlike all other reagents and elixirs they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
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Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
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'''Poison Berry Juice'''&lt;br /&gt;
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This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful.  This particular recipe reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
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'''Fungi Juice'''&lt;br /&gt;
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This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one needs 3 fungi.&lt;br /&gt;
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'''Tasty Berry Juice'''&lt;br /&gt;
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This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
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'''Tasty Berry Wine'''&lt;br /&gt;
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The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
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'''Poison Berry Wine'''&lt;br /&gt;
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Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that while deadly this wine is most sweet.&lt;br /&gt;
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=== The Artefacts Of The Island ===&lt;br /&gt;
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There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
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Charms&lt;br /&gt;
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There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
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'''Silver Skull Cross'''&lt;br /&gt;
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The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
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'''Rabbit Foot Charm'''&lt;br /&gt;
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A lucky charm with no noticeable effect...&lt;br /&gt;
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'''Parrot Feather Charm'''&lt;br /&gt;
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A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
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'''Tiger Tooth Amulet'''&lt;br /&gt;
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This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
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'''Gold Hoop Earrings'''&lt;br /&gt;
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These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23150</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23150"/>
		<updated>2011-07-21T02:37:32Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Tools Of The Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will help protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger and, while this is useful for an urban practitioner, many find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade to hand you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but sadly so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate to your needs, however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and should you wish to ally with them adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.  This skill requires another person to be present to channel the spirit’s name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defence against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's health is minimal (4ap) and as such it can be used easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits disdain being summoned without their permission and may take offence at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits will disdain being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades and are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will protect you from their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits as well as those of sixth sense of the spirits approximate location. Again a skill that if used well can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas, remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly, a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders.  It takes a minor amount of effort for the spirit (1ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the mark does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly however the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and again should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found in grasslands as well as swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine).  They, alas, lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that unlike all other reagents and elixirs they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful.  This particular recipe reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one needs 3 fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that while deadly this wine is most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23149</id>
		<title>The Art Of Necromancy On Shartak Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Art_Of_Necromancy_On_Shartak_Island&amp;diff=23149"/>
		<updated>2011-07-21T02:36:32Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Tools Of The Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Greetings to you who would follow this often avoided path. A warning from the wise, this path is not one easily travelled and in the past has often lead to persecution and violence against the practitioner.  It also brings one into contact with the undead, not all of whom are benign.  Yet this great art is not without reward, for mastery will gift one with near godlike powers and great riches...&lt;br /&gt;
&lt;br /&gt;
With these warnings and incentives aside let us begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tools Of The Trade ===&lt;br /&gt;
&lt;br /&gt;
In this, our initial chapter, we will see some of the most basic tools a necromancer may carry.  Namely their attire, for appearance is important in any art, and armament, which is vital for any magus dealing with death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Attire'''&lt;br /&gt;
&lt;br /&gt;
Most necromancers are traditionally garbed in black robes. Sometimes there is a bone motif but this seems to be optional. Tattered robes are also acceptable, though only for a necromancer on the run. Sometimes the guise of a beggar can be helpful for one of our craft; indeed a beggar sleeping in a crypt is not as uncommon as one thinks. On this island however there is another vital item that a necromancer should carry, a silver skull cross.  It will protect a necromancer from vengeful spirits seeking to possess them. Below is a small example of typical necromancer attire.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The figure before you is shrouded in black robes.  Their face is unseen but the dead around you whisper uneasily at their entrance&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
A necromancer is usually depicted as carrying a dagger, and while this is useful for an urban practitioner I find that twin machetes are much better for the necromancer on the move. Kills made with a dagger can be made into ceremonial killings via the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me plunges the dagger into the heart of X and then moves the dagger through the surrounding flesh carving out a (symbol of choice) into their chest&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Establishing And Running Of Lairs ===&lt;br /&gt;
&lt;br /&gt;
When you have your basic tools of the trade to hand you will need to consider a lair.  In history most necromancers prefer villages for the ready supply of spirits.  However in this chapter we will discuss three alternatives as well as the traditional village.  We will also discuss essential supplies for a lair and, Asmodeus forfend, abandoning your lair and taking flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wilderness'''&lt;br /&gt;
&lt;br /&gt;
A wandering necromancer is hard to find and generally safe from his/her enemies.  However it can make them hard to find by their spirits and other allies as well.  Supreme coordination will be required to make ones lair in the island’s Jungle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ruins'''&lt;br /&gt;
&lt;br /&gt;
An interior hub far away from civilisation.  Safer then making ones home in a village but more dangerous then the jungle.  Ideally a necromancer should keep many followers around the ruin complex.  This set-up is perfect for a novice as supplies can be found in the jungle or from wandering traders but it is generally far enough out to avoid persecution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Village Hut'''&lt;br /&gt;
&lt;br /&gt;
Ideal for meeting people and spirits this lair will also be VERY easy to find and attack.  It is probably best for necromancers under cover or those who wish to make a statement of power.  Spirits in a village are plentiful but sadly so are exorcists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tunnels'''&lt;br /&gt;
&lt;br /&gt;
An interesting choice filled with hostile wildlife.  They provide safety when hiding from those would persecute you and also provide the means for a Necromancer to survive (on a very frugal lifestyle of course).  Any necromancer seeking to settle in the tunnels would be well advised to bring many healing herbs for trade will be nearly none existent and minions will have to fetch supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Essential Supplies'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have picked your location.  No doubt it is adequate to your needs, however should you need to leave in a hurry there are certain supplies that should be close to hand.  With these supplies you can travel lightly and be away before your enemies can find you.&lt;br /&gt;
&lt;br /&gt;
*10+ healing herbs&lt;br /&gt;
&lt;br /&gt;
*1 backpack&lt;br /&gt;
&lt;br /&gt;
*1 monkey claw charm&lt;br /&gt;
&lt;br /&gt;
*10 bottles/gourds of fungi juice&lt;br /&gt;
&lt;br /&gt;
*1 silver skull cross.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that if a necromancer intends to settle in a lair for an extended period (greater then 2 weeks) then a larger supply of herbs and fungi juice is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Taking Flight'''&lt;br /&gt;
&lt;br /&gt;
Killed a few too many people with your spells, the mob out for blood with pitchforks and torches?  Well here is how to make it all better and how to (hopefully) keep your hide.  Begin by being prepared; make sure you keep the minimum supplies listed above.  Make sure to stick to less dense jungle (less than D7) to maximise your escape potential.  Zigzag and change direction often to avoid skilled trackers, making certain to avoid major roads.  Have your minions “discourage” pursuit by providing distractions such as possession and wailing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arcane Formulae For The Interaction And Manipulation Of The Dead ===&lt;br /&gt;
&lt;br /&gt;
Within this chapter we shall explore basic necromantic incantations, it is notable that only a Shaman may learn all of these talents and thus make the perfect candidates for Necromancers.  Below are the six basic spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sixth Sense&lt;br /&gt;
&lt;br /&gt;
*Psychic Recognition&lt;br /&gt;
&lt;br /&gt;
*Seance&lt;br /&gt;
&lt;br /&gt;
*Exorcism&lt;br /&gt;
&lt;br /&gt;
*Spirit Summoning&lt;br /&gt;
&lt;br /&gt;
*Malevolence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These 6 skills are the ones any budding necromancer must master if they hope to amount to any real position in the craft. Already many will turn away since they do not possess the ability to learn these arts. Now for more details on each of these powerful talents;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sixth Sense'''&lt;br /&gt;
&lt;br /&gt;
The art of seeing and hearing the dead. With this skill you may already exert a minor influence on the dead by listening to them and offering them targets.&lt;br /&gt;
&lt;br /&gt;
While there is no gain for you in terms of power there is a good chance that the spirits whom you aid will be well disposed towards you later on when you can more directly utilise their powers. It is important to note that one must speak the language of the spirit in most cases to be able to understand them and as such these skills are vital for one who seeks to coerce spirits into aiding them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psychic Recognition'''&lt;br /&gt;
&lt;br /&gt;
The dead are hard to identify but it is not impossible. With this skill one can put a name to a spirit and learn more about them and their abilities should the spirit take any action. Should a spirit make contact and should you wish to ally with them adding them to your contacts tome is much advised.&lt;br /&gt;
&lt;br /&gt;
There are several types of spirits and these will be covered later in more detail so that they may be better used to further your cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seance'''&lt;br /&gt;
&lt;br /&gt;
This spell allows a small group of practitioners to identify every spirit in the area without having to wait for the spirits to act. It is very useful in uncovering spirit spies and spirits that mean a practitioner harm. The cost to the practitioner’s stamina is minimal (5ap) and is well worth it for there is no other way to identify spirits not within your contact tome.  This skill requires another person to be present to channel the spirit’s name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exorcism'''&lt;br /&gt;
&lt;br /&gt;
An art used to counter all necromantic spells and your main defence against other practitioners. This spell purges the location of all spirits and scatters them throughout the ether. This spell is a certain way to earn the ire of every spirit, some spirits refuse to even consider aiding one who uses this spell too often. However in the right circumstances it can save many lives and as such is an art to be used with caution, for a necromancer without willing spirits is almost completely powerless.  Its cost to a practitioner's health is minimal (4ap) and as such it can be used easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spirit Summoning'''&lt;br /&gt;
&lt;br /&gt;
A spell much used by those of our craft, this spell summons spirits from the surrounding location for a minor cost to a practitioner's stamina (5ap).&lt;br /&gt;
&lt;br /&gt;
Its range is unknown at the time of writing but is expected to be reasonable (10 squares max). It is also known that this spell can sometimes fail (50% of the time at current estimate at maximum range) and result in no spirits being summoned. However it is possible to summon every spirit in the area and unleash hell when combined with the malevolence spell. It is worth nothing that many spirits disdain being summoned without their permission and may take offence at the practitioner's presumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Malevolence'''&lt;br /&gt;
&lt;br /&gt;
The necromancers weapon of choice, and the reason we are feared so.  This spell draws the wrath of the dead in the form of their ghostly wails at a relatively minor cost to the practitioner's stamina (2ap per spirit present up to 6ap max).&lt;br /&gt;
&lt;br /&gt;
Of course such magic has it's limitations.  The spirits must first be able to wail and it is considered a very evil act (removing your peaceful flag).  As mentioned above, if used with spirit summoning this spell can take many lives.  It is notable that little can be learned from such powerful magic (the spirits gain the experience, not you), however this does not reduce it's usefulness.  Though it is again worth noting that many spirits will disdain being used to kill others without their permission and may seek vengeance against the practitioner for blackening their souls with murder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Re-animation'''&lt;br /&gt;
&lt;br /&gt;
Often considered the most powerful of all spells until its true nature is understood. The elder gods of shartak, whomever they may be, long ago declared that a body cannot be re-animated to cause harm to the living. So while it is possible to create your own manservant it is quite impossible to get them to do anything harmful to others without much difficulty.&lt;br /&gt;
&lt;br /&gt;
To begin one must first speak the following incantation, note that the parts in brackets are optional.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me reanimates the corpse (of X)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To give your minion an instruction one then must utter:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me orders the zombie (of X) to&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To end the spell one must simply enter this final incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me releases the zombie (of X) from the spell and watches as the corpse falls lifelessly to the ground&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These incantations can be modified of course, however this is the most effective form I have found. Making zombies chop firewood, while more traditional, can be rather dull. Be creative and see how far you can push a corpse's limits! Make it wander around, make it attack someone (raise it and attack with the blunt weapon of your choice and then use &amp;quot;/me orders the zombie to strike at X&amp;quot; before each attack), make it do a little dance with flowers in its hair for all I care!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Locust Cloud'''&lt;br /&gt;
&lt;br /&gt;
A simple spell requiring one spirit and your legs. It will allow the caster to vanish in a cloud of locusts and cause minor damage to all surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
To cast simply make sure a spirit is present, cast malevolence and utter the following incantation:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me vanishes in a cloud of locusts&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This spell is simple and effective, it may also be used as an entrance by using the following modified incantations:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me enters the room as a swarm of locusts which gather together into a dark pillar&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;/me steps out of the dark pillar as it vanishes&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
As can be seen this kind of spell is very versatile, it need not be locusts. It need not be just one spirit. Again, take the initiative and see what you can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Your Allies, The Undead ===&lt;br /&gt;
&lt;br /&gt;
There are many varieties of undead and this text will now explain them and their powers to the practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '' '''Shadow''' '' is a spirit without any skills, it is harmless and drifts around aimlessly. It cannot talk but it can listen.  They make for ideal spies, especially if they are later revived to report to their master.&lt;br /&gt;
&lt;br /&gt;
A '' '''Whisper''' '' is a spirit with the Ghostly Whisper skill, it may speak but is otherwise the same as a shadow.  They also make good spies as they can report even while dead.&lt;br /&gt;
&lt;br /&gt;
The '' '''Shade''' '' is a spirit with the Haunting Scream skill and is the first of the undead capable of harming the living. The perfect spirit for novices of the craft in other words.  They cause little harm and are generally less jaded then older spirits.&lt;br /&gt;
&lt;br /&gt;
The '' '''Spectre''' '' is a spirit with the Shocking Shriek skill, they may cause more harm to the living than shades and are not as loud in their attacks.  They are also useful to a novice for their attacks are heard over a much smaller distance and generally are more effective.&lt;br /&gt;
&lt;br /&gt;
The '' '''Banshee''' '' is a spirit with the Banshee wail skill, they may cause much harm to the living and, as such, must be handled with care.  Only masters of the craft should be comfortable with controlling such spirits as they are wont to unleash their rage in random bursts.&lt;br /&gt;
&lt;br /&gt;
The '' '''Poltergeist''' '' is a spirit with the Possession skill, it is notable that they may also be able to wail like the banshee and should be handled with the same care.  Usually hey are tricksters and will take any opportunity to make a fool of you.  Luckily your silver skull cross will protect you from their jokes.&lt;br /&gt;
&lt;br /&gt;
The '' '''Wraith''' '' is a spirit with the Forceful Possession skill, they are death incarnate for those unable to defend themselves and should only be bothered by masters of the craft.  The angering of such spirits will lead to death, maybe not instantly but eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Talents Of The Undead ===&lt;br /&gt;
&lt;br /&gt;
This chapter explores the talents of your undead allies, quite a useful thing to know if you find yourself struck down in your lair with a full host of ghostly minions at the ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ghostly Whisper&lt;br /&gt;
&lt;br /&gt;
*Haunting Scream&lt;br /&gt;
&lt;br /&gt;
*Shocking Shriek&lt;br /&gt;
&lt;br /&gt;
*Banshee Wail&lt;br /&gt;
&lt;br /&gt;
*Possession&lt;br /&gt;
&lt;br /&gt;
*Forceful Possession&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Whisper'''&lt;br /&gt;
&lt;br /&gt;
Allows a ghost to communicate with the living, while seemingly a minor skill it can be used to great effect in planning attacks on your foes. A weak spirit is often ignored and as such can see much of what goes on in a building. Correct use of spirits with this skill can lead to devastating strikes with your more powerful companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haunting Scream'''&lt;br /&gt;
&lt;br /&gt;
This skill does little damage to the living (1) but alerts other spirits as well as those of sixth sense of the spirits approximate location. Again a skill that if used well can act as a signal to your more powerful ghosts. It is notable at this point to mention that organising the undead can be tricky around exorcists and is better done at a distance (15 away from the target) from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Shriek'''&lt;br /&gt;
&lt;br /&gt;
A ghost with this skill can cause double the damage of one using Haunting Scream (2). It need not be said that these spirits are useful in attacks and are valuable allies if bound correctly. Spirits are individual entities with individual agendas, remember this and make sure you take it into account when dealing with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Banshee Wail'''&lt;br /&gt;
&lt;br /&gt;
A spirit possessing this skill is a mighty ally indeed. Capable of inflicting considerable damage (4) on everyone in the area they are your most powerful attack spirits for large groups. Their cries will still the living quickly, a practitioner is advised to carry healing herbs if they intend to use these vicious entities in their spells.  The effort varies with the number of people in the local area (2ap for 1, 4ap for 2, 6ap for 3+)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Possession'''&lt;br /&gt;
A skill used by the more playful spirits or those seeking to get a message across to the living. One possessed by a ghost will act strangely and should be avoided unless the ghost is acting on your orders.  It takes a minor amount of effort for the spirit (1ap)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Forceful Possession'''&lt;br /&gt;
&lt;br /&gt;
Ghosts with this skill make for excellent assassins, for the mark does not know where the strike will come from.  Commanding these beings is not easy for they can strike you down just as easily.  This takes a great effort for a spirit (10ap).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Dark Elixirs And Poisons ===&lt;br /&gt;
&lt;br /&gt;
For those in our craft and hiding out in the wilds the art of alchemy can be truly useful.  A necromancer on the move must always be aware of nature’s bounty.  In this chapter we shall explore poisons and potions most commonly used by necromancers.  To create any of these recipes one will need a dagger (or a knife) and an empty gourd or bottle.  Firstly however the Reagents for such potions should be explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi'''&lt;br /&gt;
&lt;br /&gt;
Fungi can be found in caves and tend to grow on the walls.  They are clearly visible and thus easy for even a novice practitioner to spot.  If consumed raw they cause cramps (2 damage) and are thus better avoided raw.  They are relatively easy to harvest (30 – 40% chance) and again should present no problems to a novice practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Poisonous Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any poison berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  Necromancers are strongly advised to invest some time learning the location of poison berry bushes as they have proven to be a very useful reagent.  If consumed without preparation they cause dizziness and vomiting (resulting in 2hp of damage) but should be prepared for maximum effect.  Their harvest is simple (50% chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bunch of Tasty Berries'''&lt;br /&gt;
&lt;br /&gt;
These berries can be found on any tasty berry bush.  Outsiders often have trouble telling which berries are poisonous and which are not.  These berries represent an easy source of healing for a necromancer living in the wild.  If consumed raw they give a feeling of overwhelming health (healing 2hp) but should be prepared for maximum effect.  Their harvest is simple (50% chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yeastweed'''&lt;br /&gt;
&lt;br /&gt;
This foul smelling plant can be found in grasslands as well as swamps.  Their rarity makes them a much sought after commodity as they are the only form of yeast that seems to survive in the tropical conditions, and thus are the only method a necromancer can use to produce many of their elixirs.  It is worth noting that untreated yeastweed will cause extreme stomach cramps if consumed (resulting in 2hp of damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Healing Herbs'''&lt;br /&gt;
&lt;br /&gt;
These herbs are quite efficient when used by advanced members of the craft (those with Natural Medicine).  They, alas, lose all medicinal properties if prepared and thus are best consumed raw (resulting in 5hp healing without Natural medicine and 10 with natural medicine).  It is notable that unlike all other reagents and elixirs they can be used upon others by salving the pulped herb over open wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we move onto the potions themselves, a more useful collection of elixirs and poisons does not exist in any other text on the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This little drink can quickly destroy ones health.  At first one may think of it as something to avoid, however when a practitioner is more advanced in the craft the spirit world can be as their second home and a quick death is often useful.  This particular recipe reduces the health of a practitioner (8 damage) and can be created from 4 bunches of poisonous berries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fungi Juice'''&lt;br /&gt;
&lt;br /&gt;
This potent drink is the necromancer’s dream, if combined with other potions or herbs.  Upon drinking this elixir a practitioner will be racked by horrible pains (resulting in 4hp damage) but will feel invigorated (gaining 6ap for a net gain of 5ap).  There is a drawback however, namely that after the recipient has imbibed this potent potion and exhausted themselves (used all 5 gained ap) they will find themselves lethargic.  It is notable that drinking more fungi juice will delay this effect but the overall period of lethargy will be longer.  To create this wonderful elixir one needs 3 fungi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Juice'''&lt;br /&gt;
&lt;br /&gt;
This potion is a useful for healing if healing herbs are not available.  It is simple to prepare, requiring only 4 bunches of tasty berries, and efficient upon consumption (restoring 8hp).  It is notable that untrained practitioners will find that this potion restores far more health then healing herbs when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tasty Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
The most powerful restorative item on the island, it requires 2 yeastweed and some tasty berry juice to prepare.  Even then the process can go wrong (% uncertain) due to the unstable nature of yeastweed.  The end result, though, is capable of closing up even the most stubborn of wounds (restoring 12hp).  A valuable aid for any necromancer seeking to travel light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poison Berry Wine'''&lt;br /&gt;
&lt;br /&gt;
Of all the toxins upon the island this is the most deadly.  It's preparation requires 2 yeastweed and some poison berry juice.  Such is the complexity of this poison that even if all the ingredients are prepared correctly the process can still go wrong (% unknown).  This potion is best used for those seeking to ferry themselves swiftly, for any necromancer will tell you that while deadly this wine is most sweet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Artefacts Of The Island ===&lt;br /&gt;
&lt;br /&gt;
There are many artefacts of power on the island.  To us the ones of importance are the charms.  Mastery of them will take a long time and is improved by having faith...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms&lt;br /&gt;
&lt;br /&gt;
There are several types of charms, each with their own advantage and disadvantage.  They are listed below with their effects, both positive and negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Silver Skull Cross'''&lt;br /&gt;
&lt;br /&gt;
The basic talisman that should be worn by all necromancers.  It will protect the wearer from spirits entering their body but will, sadly, open up their minds to the anguish of the dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rabbit Foot Charm'''&lt;br /&gt;
&lt;br /&gt;
A lucky charm with no noticeable effect...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Parrot Feather Charm'''&lt;br /&gt;
&lt;br /&gt;
A brightly coloured adornment that seems to pacify nearby animals and thus is particularly useful to necromancers lairing in caverns.  It does however mean that animals are less likely to stick around and drop their trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tiger Tooth Amulet'''&lt;br /&gt;
&lt;br /&gt;
This combat device will increase the chances of landing a killing stroke, or a critical strike.  It does however seem to make ones weapons unusually brittle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gold Hoop Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wild Boar Tusk Necklace'''&lt;br /&gt;
&lt;br /&gt;
This wild necklace has no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bat Wing Earrings'''&lt;br /&gt;
&lt;br /&gt;
These earrings have no known use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced Concepts Of The Craft ===&lt;br /&gt;
&lt;br /&gt;
In this chapter you will meet with some of the greatest powers our craft has to offer.  Indeed once you can claim to have successfully executed each of these advanced rituals you may call yourself a master of the craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great Invocation'''&lt;br /&gt;
&lt;br /&gt;
The great invocation, researched and executed for the first time by the writer of this book.  One needs the presence of 6 spirits to perform this terrifying ritual, all of which will need to be fully trained banshees.  Once the spirits have been assembled the necromancer must begin this chant, and seal the ritual with his own blood.&lt;br /&gt;
&lt;br /&gt;
''“/me raises his hands to the sky, his/her eyes full of darkness”''&lt;br /&gt;
&lt;br /&gt;
''“/me begins to chant, his/her hands in the air, his voice whispering like the spirits”''&lt;br /&gt;
&lt;br /&gt;
''“/me lets loose a cry, his/her voice sounding like the collective voices of all the dead here.  The temperature in the room falls till ice forms on &amp;lt;your name’s&amp;gt; fingers”''&lt;br /&gt;
&lt;br /&gt;
''“/me pulls out a dagger and draws it across his other hand, blood dripping onto the floor and the spirits wailing in shared pain”''&lt;br /&gt;
&lt;br /&gt;
Use malevolence till everyone in the hut is dead, using healing herbs or tasty berry juice to keep yourself alive.&lt;br /&gt;
&lt;br /&gt;
''“/me lets his arms fall and surveys the carnage, his/her blood dripping from his/her wounded hand”''&lt;br /&gt;
&lt;br /&gt;
Make your exit.&lt;br /&gt;
&lt;br /&gt;
As can be seen this ritual is devastating in effect and can kill everyone in the area if used correctly...  However if the ritual is botched or interrupted by an exorcist this ritual will, most likely, lead to the death of the practitioner.  Save it for your most hated foes and revel in their screams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Voodoo Dolls'''&lt;br /&gt;
&lt;br /&gt;
For this ritual one must have a trusted spirit companion, for it will require their intervention to ensure it is efficiency.  The spirit must have powers of possession and forceful possession; the practitioner need have none for any fool can stab a doll.&lt;br /&gt;
&lt;br /&gt;
''“/me holds up a doll of &amp;lt;victim&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
''“/me inserts a needle into &amp;lt;body part of choice&amp;gt; of the doll”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use possession on the victim to say ''“/me cries out in pain and grabs their &amp;lt;bodypart of choice&amp;gt;”''&lt;br /&gt;
&lt;br /&gt;
The spirit must use forceful possession to strike the victim once.&lt;br /&gt;
&lt;br /&gt;
This process can be continued until the death of the victim or until the practitioner is satisfied.  It is notable that this ritual can be done in Wiksik to affect a foe in York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avatars'''&lt;br /&gt;
&lt;br /&gt;
A gifted necromancer with many spirit allies can create an avatar...  The Avatar must be skilled in combat and open to the spirit world.  The spirits must all be wraiths.  To execute this ritual the necromancer must instruct the avatar and the spirits of his targets.  An order of death MUST be agreed on.  The avatar must then enter the place of the targets dwelling and begin to attack them.  Once he is exhausted the spirits MUST begin to attack the targets using forceful possession.  This can kill a good few people in a single day.  It is notable that the necromancer responsible for the use of an avatar is untraceable unless betrayed by spirits or avatar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lichdom ===&lt;br /&gt;
&lt;br /&gt;
The final transformation...  This secret is hidden for now.  Only the writer of this book has attained lichdom and he is the one you must seek for the secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
&lt;br /&gt;
Thanks to all the NG members for making this book possible, especially Alicebeth and Cyadora for proof reading it.  --[[User:Etherdrifter|Etherdrifter]] 23:15, 10 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]][[Category:Class Guides]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23148</id>
		<title>The Necromancers Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23148"/>
		<updated>2011-07-21T02:32:16Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Guild History - Events that affected the guild. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{clanbox_test|&lt;br /&gt;
clan_name=The Necromancers Guild|&lt;br /&gt;
official_id=232|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Necromancer_Skull2.JPG‎|180px]]|&lt;br /&gt;
clan_leaders={{profile|9922|Etherdrifter}}|&lt;br /&gt;
clan_membership=19 active 67 inactive|&lt;br /&gt;
clan_recruit=Any who seek power through death or the dead.|&lt;br /&gt;
clan_goals=To coexist with our spirit kin.|&lt;br /&gt;
clan_contact=[http://etherdrifter.proboards67.com/index.cgi? The forum] or in-game.|&lt;br /&gt;
sort_as=|&lt;br /&gt;
active=yes|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Our Pitch''' ==&lt;br /&gt;
&lt;br /&gt;
Are you a lost soul who is carelessly cast out of every village by those unrelenting exorcists? Perhaps you’re a shaman craving forbidden power and ultimate riches, or a researcher aspiring to uncover the secrets behind Shartak's many amulets? Maybe you’re simply a mortal pursuing  the secret of lichdom, life beyond death? &lt;br /&gt;
&lt;br /&gt;
Then join us in our quest. We are not the black mages we are painted to be! Certainly our arts may involve using spirits to harm the living but we do patch them up afterwards.. &lt;br /&gt;
&lt;br /&gt;
Our knowledge of the spirit world is second to none. We tirelessly work at the fore-front of island research in all areas relating to the undead, amulets and shaman abilities. &lt;br /&gt;
&lt;br /&gt;
...And let's face it, a group of spirit allies can raise hell when you’re planning a town raid.&lt;br /&gt;
&lt;br /&gt;
'''Should you wish to join us feel free, membership is open and we welcome those from all walks of life, outsiders and natives. The guild is also available to hire - should you require a spiritual assault, simply contact us on the forum.'''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== '''Definitions''' ==&lt;br /&gt;
&lt;br /&gt;
* The '''Spirit Hut''' is a sacred guild hut, where Necromancer law rules. It is a place of knowledge and marked by the passing of the dead. Spirits and guild members have free rein in this hut and expect to exist in peace. Exorcising a spirit from there is punishable by death.Currently, there is one Spirit Hut. It is in [[Wiksik]] and marked by it's own icon.&lt;br /&gt;
&lt;br /&gt;
* The Necromancers Guild includes an elite fighting force known as the '''Death Knights'''. They are responsible for fulfilling contracts or bounties and slaying those on the guild’s KOS list. The Death Knights only target those on the KOS list or those personally requested by Etherdrifter and will always state that it is a guild-requested execution. Anything else is personal and responsibilty lies between the Knight and his victim. Not the guild. They are led by the Chief Death Knight, who assigns targets and ensures the KOS list is kept up-to-date. &lt;br /&gt;
&lt;br /&gt;
* The '''Ferryman''' or '''Ferrywoman''' plays an important role in the guild. He or she helps others to journey from the Land of the Living, to the Land of the Dead. Essentially, this is done by striking them down but only those who wish to become spirits for reasons of their own choosing. They must verbalise their request. Remember, this is a service that the Ferryman performs for the guild, so remember to thank them - don’t stab them!&lt;br /&gt;
&lt;br /&gt;
* '''Guild Diplomats''' are those who find words come easily to them. They can express the intentions and beliefs of the guild and as so, are able to speak for the guild when the need arises.&lt;br /&gt;
&lt;br /&gt;
* '''War Veterans''' are highly respected in the guild. They fought alongside the Guildmaster and defended the guild policies, during the times of war. As such, they maintain higher positions within the guild.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Knights''' are composed of the stronger members of the Necromancers Guild, dedicated to punishing those who would do offense against the Guild. Membership in this order is granted only by invitation to Wiksikian Shamans of level 10 or higher. Spirit Knights report to '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
* '''Death Alchemists''' are a part of the science-specific wing of the Necromancers Guild. They are dedicated to the restocking of supplies and potions. They also take part in various other research projects. Death Alchemists report to '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
* The '''Dark Council''' is composed of six trusted guild members. Each Dark Council member is a leader of a certain field within the guild and is responsible for different tasks in the day to day running of the guild. The Dark Council positions and tasks are as follows:&lt;br /&gt;
**'''The Master/Mistress of Knowledge''' is the lead researcher and organiser of projects.&lt;br /&gt;
**'''The Great Wraith''' is the leader of guild spirits and organiser of spirit raids.&lt;br /&gt;
**'''The Master/Mistress of Potions''' is the leader of guild alchemists,organiser of fungi juicing and wine brewing, and also leader of the hidden settlement know as Necropolis.&lt;br /&gt;
**'''The Chief Death Knight''' is the leader of the Death Knights and is responsible for upholding guild law.&lt;br /&gt;
**'''The Council Mouth''' is the leader of the diplomats and responsible for updating the forum and Necromancer's Wiki Page.&lt;br /&gt;
**'''The Master/Mistress of Healing''' is the leader of guild healers and in charge of organising healing posts.&lt;br /&gt;
&lt;br /&gt;
== '''The Wars''' ==&lt;br /&gt;
&lt;br /&gt;
The Necromancer War, referred to here as ('''NW'''), began during January 2008. A brief summary will be given purely as a record, but there is a more in-depth analysis [http://wiki.shartak.com/index.php/Wiksik_PKers/War_Against_The_Necromancers here]. &lt;br /&gt;
There is also a full record collected by [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
&lt;br /&gt;
“January saw Wiksik in the grip of war. Wiksik villagers, led by {{profile|13082 |Black Fang}} (later known as the Grand Tyrant of Wiksik) turned on the Necromancers Guild. The reason for this was a Necromancer murdering Black Fang for slaughtering an outsider within Wiksik territory. Despite the guild pointing out that this was not a result of guild policy, but the actions of a lone guild member, this led to the villagers and shaman of Wiksik declaring war upon the guild. The main argument they had with the guild was the Guild Policy of killing natives who practiced exorcism in the Medical hut (renamed the Spirit hut by Necromancers) in opposition to the Necromancers' beliefs. The War lasted approximately 11 days, before the guild apologised and agreed to edit some policies.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second war involving the guild took place during February 2008 and was fought against the Stamp Out Shamanism clan led by &lt;br /&gt;
&lt;br /&gt;
{{profile|11429 |Um Bongo}}. This is here referred to as ('''SOSW'''). Once again Big Kahuuna performed a large service to the guild by keeping records of the events [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
“SOS were against the Necromancers Guild’s use of spirits in the Medical hut and took issue with the guild. Their guild members began to repeatedly attack several of our own without provocation. Etherdrifter eventually declared war on the SOS guild. He was aided in the war by several key guild members - Ziggyirked, Bruce Lee, Cheesesteak and AliceBeth slaughtered  the SOS members at every chance. They themselves were also cut down many times. Bhaal and Vortex healed the wounded and fought for peace through diplomacy. Stamp Out Shamanism eventually degenerated to a feeble parody of the guild, named the Necrophiliacs Guild, when some members of SOS became disillusioned with their guild and left. The Necrophiliacs Guild included notable members such as Um Bongo, {{profile|13175 |Shining Willies}}, &lt;br /&gt;
&lt;br /&gt;
{{profile|13906 |Hugh Jorgan}}, {{profile|14112 |Mike Oldfield}}, {{profile|4099 |Pianoman}}, and the truly pathetic {{profile|14252 |Ethernoobster}}, who were all rewarded with a stint on the KOS list. Some names have since been removed but Um Bongo has been given a permanent KOS status. Eventually, they all buggered off and Um Bongo left for York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third war involving the guild took place during October 2008 all the way till August 2009.  It took part against a group called Greater Shartak Unification Coalition (GSUC) and State Of New York (SONY).&lt;br /&gt;
&lt;br /&gt;
This war is referred to as ('''GSUCW''') and is one of the guild's darkest hours. The war began when a group of outsiders banded together to form the Greater Shartak Unification Coalition - far from unifying the island, their goal was simply to wipe out and enslave the native race. They targeted Wiksik, home of the Necromancers Guild and the Kingdom of Skulls, viewing the village as the biggest threat. It was, after all, the source of two of the strongest clans in Shartak. This was the catalyst that finally prompted a proper Outsider response, for fear they would not be able to answer the threat the village posed. &lt;br /&gt;
Whilst it’s entirely possible that GSUC started clan life with noble intentions, they soon began to attract the lowest, most despicable Shartak players. It was a clan where their in-game actions, no matter how degrading or insensitive, were tolerated and indeed encouraged. Notable examples are {{profile|13430|Kill Thrill}} and {{profile|13534|Stan666}} (both under a number of user names).&lt;br /&gt;
During November 2008, the Guild lost two of it’s well-known members to the ranks of GSUC. {{profile|14125|John the Baptist}} was punished by the Guild for breaking Guild Law and turned traitor, fleeing to the open arms of GSUC, taking {{profile|13854|Monopod}} with him. GSUC continued to claim power over Wiksik, or as they dubbed it ‘New York’. Once allied, John the Baptist was awarded the rank of Governor of New York by his new clan and created the State of New York clan in an attempt to bring Wiksik to her knees. &lt;br /&gt;
Day after day the Guild and our allies were targeted, but nothing so vile as the abuse hurled at current leader of the KOS, {{profile|10965|Anthor}}. Eventually, peaceful members of the Necromancers Guild were relocated to the hidden city of Necropolis. A few continued to fight the good fight in Wiksik and our history will remember them. Eventually the threat of GSUC dried up. The clan remains to this day, though their leader is inactive. Their wounds inflicted upon Wiksik also remain and have not entirely healed.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Members''' == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guildmaster''' - {{profile|9922|Etherdrifter}} is the guildmaster and founder of this great order. &lt;br /&gt;
&lt;br /&gt;
=== '''War Veterans''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|10965 |Anthor}} is leader of the KOW. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''Idle War Veterans'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|16673 |Absinthe_Fairy}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|6327 |Ajent ghost}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13248 |AliceBeth}} is a Death Knight, a Guild Diplomat and the daughter of Etherdrifter.  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|10352 |Big Kahuuna}} kept records of the first war and is considered a Guild Elder. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|18437 |Bokor}} is a guild apprentice. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11933 |Bruce Lee}} is a Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12513 |deathtothenormals}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11526 |Goodaids}} is a guild healer. ('''SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13266 |Halcogeth}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13449 |hawkeye099}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14210 |Mindrender}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|1129 |nineless}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13446 |Psycho Darko}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14371 |runemasteryx}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13922 |TallDarkugly}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} Creedian ally within the guild. ('''SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14755 |UberDrag}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12819 |vikiki}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12867 |Vortex}}  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12400 |xtbotts}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|2925 |Ziggyirked}} is a guild ferrywoman. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''The Dark Council'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} is '''The Master of Knowledge'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20732 |Mortis}} is '''The Great Wraith'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20946 |Jesus H Christ}} is '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20677 |Jahnam Nehkan}} is '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|19827 |richardskull16}} is '''The Council Mouth'''.&lt;br /&gt;
&lt;br /&gt;
The position of '''The Master/Mistress of Healing''' is currently vacant.  &lt;br /&gt;
&lt;br /&gt;
=== '''Other active members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|19470 |Al contrario}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|20624 |Baby Birch}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19816 |CompletelyRandom}} is a guild apprentice and researcher.&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21503 |Dunjk}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19472 |Feathers}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21072 |Kakepatis}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21465 |Isa Hart}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|12225 |Liberal Pi}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21477 |Mestigiot}} is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|13358 |Nekrotzar}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|17218 |nyvag0}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|19914 |Salen}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20572 |Seizon}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21869 |Signed}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20958 |The Shadow}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21673 |xDante}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|20050 |Ur-Zakunrun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21120 |Xek}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|22158 |Zohtun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
=== '''Idle members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|21403 |Alexander Lucard}}&lt;br /&gt;
&lt;br /&gt;
{{profile|18650 |andorians}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15352 |Angron}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21006 |animus}} &lt;br /&gt;
&lt;br /&gt;
{{profile|9833 |Arturius}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16180 |camperdave614}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20510 |Casper the Unfriendly Ghost}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21468 |Circe}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15411 |Clesalir}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20612 |Dahlia Rae}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20988 |Dances with Kevin Costner}} &lt;br /&gt;
&lt;br /&gt;
{{profile|6199 |dar07}}&lt;br /&gt;
&lt;br /&gt;
{{profile|17294 |DebWreck1}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16269 |Diwen}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12540 |Drifting Ether}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15222 |Eowhyn}}&lt;br /&gt;
&lt;br /&gt;
{{profile|9762 |Eric}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1554 |Escariot}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20094 |falling sand}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20407 |FireBug}} &lt;br /&gt;
&lt;br /&gt;
{{profile|16594 |Frib}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20712 |Grandmaster Doom}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Koulianne}}&lt;br /&gt;
&lt;br /&gt;
{{profile|10860 |Lubat}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19429 |Madam Nico}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|19899 |Malvado}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21279 |Margath Shakam}} &lt;br /&gt;
&lt;br /&gt;
{{profile|19343 |Mehrunes Dagon}} &lt;br /&gt;
&lt;br /&gt;
{{profile|18036 |Myao}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Olivia}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|20433 |Ortega}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16954 |pink malibu}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15916 |Robot Chicken}} &lt;br /&gt;
&lt;br /&gt;
{{profile|8145 |Shadow Soul}}&lt;br /&gt;
&lt;br /&gt;
{{profile|11316 |Squatch}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21061 |The Prophet Of Life}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12501 |Trapper}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20286 |Tuktuk}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20438 |Yuni Von}}&lt;br /&gt;
&lt;br /&gt;
==='''Retired Members'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12991 |Cheesesteak}} was the Chief Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|15021 |SilyLilyPily}} was a Guild Researcher. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
== '''Guild Law''' ==&lt;br /&gt;
&lt;br /&gt;
These are the laws of our guild, their penalties vary according to the crime. Punishments are harsh but fair, there is warning before any serious action is taken and every death sentence will be accompanied by a reason. Laws are only applicable in Wiksik and Spirit huts at the moment. There are specific laws for each branch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning sacred Spirit Huts: '''&lt;br /&gt;
&lt;br /&gt;
* To exorcise from this hut carries with it a death sentence, no more no less. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* To kill a guild member in this hut (outsider or native) carries a death sentence, a single death for a single death. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* Murder by Wailing is permitted in the hut, it is a risk you take in its use. Attempts to take revenge for a wail related Spirit hut death will be considered as murder within the hut and punished accordingly. &lt;br /&gt;
* Murder by Malevolence is not permitted, the penalty is applied to the invoker and not the spirit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning Wiksik: '''&lt;br /&gt;
&lt;br /&gt;
* Invocation for the purpose of Exorcism is forbidden if the spirit invoked was residing in the spirit hut during the time of Invocation. For a first offence a verbal warning is given. If a further offence is committed after receiving the warning, a death penalty is applied for each invoke (of a spirit from the hut) and exorcism (of said spirit from the hut). This crime will never result in a KOS unless there are extreme circumstances. &lt;br /&gt;
* Murder of a guild member is frowned upon by the guild. However, if the guild member was committing a crime then there will be no retribution (I.e. if a guild member murders you, you have every right to kill them in return). If the guild member is peaceful and is not violating any law it will be treated similar to a murder within the Spirit Hut and punished accordingly.&lt;br /&gt;
* Assault of a guild member is not punished unless the guild member in question is killed later on as a direct result of the assault. Wailing is not constituted as assault. &lt;br /&gt;
* Malevolence in the Spirit Hut that results in the death of a guild member is punishable by guild law by the guild.  Malevolence in the Spirit Hut that results in the death of a non-guild member is punishable but not by the guild.  &lt;br /&gt;
* Wailing that results in death is not punishable by the guild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guild policy regarding Outsiders:'''&lt;br /&gt;
&lt;br /&gt;
The Necromancers guild will not attack outsiders in Wiksik, but nor will we defend them. &lt;br /&gt;
Specifically: &lt;br /&gt;
* Hostile outsiders (targeting Wiksik or the guild), such as those on the KOS list, will be attacked. &lt;br /&gt;
* Harmless outsiders, such as traders, will not be attacked but should state their intentions. &lt;br /&gt;
* Outsiders in foreign towns - e.g. York - or at the Shipwreck are fair game for raids and attacks.&lt;br /&gt;
* The exception to the rule above are allies of the guild and those who have proven their peaceful intentions to the guild.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Edicts In Place''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is for any guild edicts currently in place.  They are alterations to the law for special circumstances, and as such take precedence over guild law till the edict is revoked.&lt;br /&gt;
&lt;br /&gt;
== '''Guild History''' - Events that affected the guild. ==&lt;br /&gt;
&lt;br /&gt;
'''The Beginning.''' December 2007.&lt;br /&gt;
&lt;br /&gt;
Founded in late 2007 the Necromancers Guild quickly rose to power in the village of Wiksik. With their grasp of the Spirit World and their swift bargaining they took control of the local medical hut and renamed it the Spirit Hut. With the founding of the guild, shaman and spirit alike flocked to the previously quiet village of Wiksik and thus a new age was born. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The First War.''' January 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers War began. (See the First War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Second War.''' February 2008.&lt;br /&gt;
&lt;br /&gt;
The war with the SOS guild began. (See the Second War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alliance with the KOS.''' June 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers Guild allied with the Kingdom of Skulls during June 2008. Etherdrifter accepted the position of Royal Magician, agreeing to ally with the Kingdom for mutual benefit and several guild members joined the other clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Black Fang passes on.''' October 2008.&lt;br /&gt;
&lt;br /&gt;
After the loss of Black Fang, Etherdrifter weaved powerful magics to seal the KOS Throne room. This was done partly in tribute to the Grand Tyrant, but also to force the new KOS leader, {{profile|10965 |Anthor}}  to prove his worth. If Anthor failed to complete a quest set by the Gods, the Throne room would remain sealed forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GSUC's Rise.''' October 2008&lt;br /&gt;
&lt;br /&gt;
The GSUC clan was formed and launched an attacked on Wiksik including repeatedly killing the village Shaman and using stolen Guild tactics such as launching attacks on the medical hut. (See the Third War) Three Guild members, John The Baptist, Monopod and Witch of Endor turned traitor and join the ranks of GSUC at this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Necropolis.''' October 2008&lt;br /&gt;
&lt;br /&gt;
Due to the benevolence of the powers that be the guild had Wiksik re-named &amp;quot;Necropolis&amp;quot; for 2 days in celebration of Halloween.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Etherdrifter's retirement.''' January 2009&lt;br /&gt;
&lt;br /&gt;
Etherdrifter retired as guildmaster and named his daughter, AliceBeth, as his successor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exodus.''' February 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members, tired of the constant wars in Wiksik, left and founded a secret city dubbed Necropolis deep in the island's cavernous network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reclamation.''' April 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members returned to Wiksik as Etherdrifter left the Sacred Space and began his war against the dissident Necromancers John The Baptist and Monopod. AliceBeth gave up the Guild leadership to her father.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The End Of Days.''' Early August 2009&lt;br /&gt;
&lt;br /&gt;
Simon declares that Shartak is closing due to too many complaints.  The Guild gathers in the spirit hut in wiksik to wait for the end.  Drinking down the last of the poison berry wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A period of peace and research.''' Late August 2009&lt;br /&gt;
&lt;br /&gt;
With the announcement that Shartak was not going to sink into the sea, Guild members spent their time researching and uncovered many of the island's hidden mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rebirth.''' November 2009&lt;br /&gt;
&lt;br /&gt;
With Shartak V2 phase one released, the Guild once again begins to actively recruit new members and expand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''KOS Vs KOW''' March-April 2010&lt;br /&gt;
&lt;br /&gt;
A scion of Black Fang appeared, King Kuru, and his appearence shook the guild to it's core for he declared war on the KOW.  The guild remained neutral, the spirit hut a sacred space for all to rest.  The end of the war was bought about when Kuru refused to attend peace talks.  Some say it was Ether who called down the meteor, others say it was the creator himself.  All that is known is that the throne room was no more, the moment Etherdrifter denounced Kuru and chose in favour of Anthor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Royal Court Incident''' Late August 2010&lt;br /&gt;
&lt;br /&gt;
This was another troubled time for the guild.  Queen Monaliza of the royal court of raktam declared necromancy illegal in Raktam and ordered all necromancers to quit the village.  The guild complied but broke it's alliance to the royal court as a result.&lt;br /&gt;
&lt;br /&gt;
== '''Wanted:''' ==&lt;br /&gt;
&lt;br /&gt;
There are several positions currently available in the guild:&lt;br /&gt;
&lt;br /&gt;
* '''Trader.'''&lt;br /&gt;
There is an opportunity for an Island trader to make some money with the guild. We require lots of amulets, especially silver skull crosses. This would be a regular contract, not a one off. We can also supply healing herbs as required. For more information, sign up at the forum or contact Etherdrifter in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Death Knights.'''&lt;br /&gt;
There are currently several Death Knight positions open in the guild. Requirements include being a member of the Necromancers Guild and having several attack skills. The ability to track people is preferable as is outsider knowledge for use of GPS units, but neither are necessary. See the Death Knight definition to find out what work is entailed. For more information, sign up at the forum or contact {{profile|9922|Etherdrifter}} in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Researcher.'''&lt;br /&gt;
We are currently recruiting researchers to find out the secrets of the island, and keep up with the changes upon it, contact Tracer in game or on the guild forums&lt;br /&gt;
&lt;br /&gt;
== '''The current KOS  list:''' ==&lt;br /&gt;
&lt;br /&gt;
'''Permanent KOS:'''&lt;br /&gt;
* {{profile|11429 |Um Bongo}}&lt;br /&gt;
* {{profile|14125 |John the Baptist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Priority:'''&lt;br /&gt;
'''For the repeated murder of guild members:'''&lt;br /&gt;
* Any members of the clan [http://www.shartak.com/clanview.cgi?id=383 Greater Shartak Unification Coalition].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For Treason'''&lt;br /&gt;
* {{profile|14679 |Witch of Endor}}&lt;br /&gt;
* {{profile|13854 |Monopod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Short Term '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information or to submit a request for KOS status, see {{profile|20677 |Jahnam Nehkan}},on the Necromancers Guild forum or in game.&lt;br /&gt;
&lt;br /&gt;
== '''Forum''' ==&lt;br /&gt;
The Necromancers Guild has its own [http://etherdrifter.proboards67.com/index.cgi? forum]. If you wish to contact a guild member (out of character) then it’s best to sign up there and send them a message or leave a post.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23147</id>
		<title>The Necromancers Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23147"/>
		<updated>2011-07-21T02:29:25Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Guild Law */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{clanbox_test|&lt;br /&gt;
clan_name=The Necromancers Guild|&lt;br /&gt;
official_id=232|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Necromancer_Skull2.JPG‎|180px]]|&lt;br /&gt;
clan_leaders={{profile|9922|Etherdrifter}}|&lt;br /&gt;
clan_membership=19 active 67 inactive|&lt;br /&gt;
clan_recruit=Any who seek power through death or the dead.|&lt;br /&gt;
clan_goals=To coexist with our spirit kin.|&lt;br /&gt;
clan_contact=[http://etherdrifter.proboards67.com/index.cgi? The forum] or in-game.|&lt;br /&gt;
sort_as=|&lt;br /&gt;
active=yes|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Our Pitch''' ==&lt;br /&gt;
&lt;br /&gt;
Are you a lost soul who is carelessly cast out of every village by those unrelenting exorcists? Perhaps you’re a shaman craving forbidden power and ultimate riches, or a researcher aspiring to uncover the secrets behind Shartak's many amulets? Maybe you’re simply a mortal pursuing  the secret of lichdom, life beyond death? &lt;br /&gt;
&lt;br /&gt;
Then join us in our quest. We are not the black mages we are painted to be! Certainly our arts may involve using spirits to harm the living but we do patch them up afterwards.. &lt;br /&gt;
&lt;br /&gt;
Our knowledge of the spirit world is second to none. We tirelessly work at the fore-front of island research in all areas relating to the undead, amulets and shaman abilities. &lt;br /&gt;
&lt;br /&gt;
...And let's face it, a group of spirit allies can raise hell when you’re planning a town raid.&lt;br /&gt;
&lt;br /&gt;
'''Should you wish to join us feel free, membership is open and we welcome those from all walks of life, outsiders and natives. The guild is also available to hire - should you require a spiritual assault, simply contact us on the forum.'''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== '''Definitions''' ==&lt;br /&gt;
&lt;br /&gt;
* The '''Spirit Hut''' is a sacred guild hut, where Necromancer law rules. It is a place of knowledge and marked by the passing of the dead. Spirits and guild members have free rein in this hut and expect to exist in peace. Exorcising a spirit from there is punishable by death.Currently, there is one Spirit Hut. It is in [[Wiksik]] and marked by it's own icon.&lt;br /&gt;
&lt;br /&gt;
* The Necromancers Guild includes an elite fighting force known as the '''Death Knights'''. They are responsible for fulfilling contracts or bounties and slaying those on the guild’s KOS list. The Death Knights only target those on the KOS list or those personally requested by Etherdrifter and will always state that it is a guild-requested execution. Anything else is personal and responsibilty lies between the Knight and his victim. Not the guild. They are led by the Chief Death Knight, who assigns targets and ensures the KOS list is kept up-to-date. &lt;br /&gt;
&lt;br /&gt;
* The '''Ferryman''' or '''Ferrywoman''' plays an important role in the guild. He or she helps others to journey from the Land of the Living, to the Land of the Dead. Essentially, this is done by striking them down but only those who wish to become spirits for reasons of their own choosing. They must verbalise their request. Remember, this is a service that the Ferryman performs for the guild, so remember to thank them - don’t stab them!&lt;br /&gt;
&lt;br /&gt;
* '''Guild Diplomats''' are those who find words come easily to them. They can express the intentions and beliefs of the guild and as so, are able to speak for the guild when the need arises.&lt;br /&gt;
&lt;br /&gt;
* '''War Veterans''' are highly respected in the guild. They fought alongside the Guildmaster and defended the guild policies, during the times of war. As such, they maintain higher positions within the guild.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Knights''' are composed of the stronger members of the Necromancers Guild, dedicated to punishing those who would do offense against the Guild. Membership in this order is granted only by invitation to Wiksikian Shamans of level 10 or higher. Spirit Knights report to '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
* '''Death Alchemists''' are a part of the science-specific wing of the Necromancers Guild. They are dedicated to the restocking of supplies and potions. They also take part in various other research projects. Death Alchemists report to '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
* The '''Dark Council''' is composed of six trusted guild members. Each Dark Council member is a leader of a certain field within the guild and is responsible for different tasks in the day to day running of the guild. The Dark Council positions and tasks are as follows:&lt;br /&gt;
**'''The Master/Mistress of Knowledge''' is the lead researcher and organiser of projects.&lt;br /&gt;
**'''The Great Wraith''' is the leader of guild spirits and organiser of spirit raids.&lt;br /&gt;
**'''The Master/Mistress of Potions''' is the leader of guild alchemists,organiser of fungi juicing and wine brewing, and also leader of the hidden settlement know as Necropolis.&lt;br /&gt;
**'''The Chief Death Knight''' is the leader of the Death Knights and is responsible for upholding guild law.&lt;br /&gt;
**'''The Council Mouth''' is the leader of the diplomats and responsible for updating the forum and Necromancer's Wiki Page.&lt;br /&gt;
**'''The Master/Mistress of Healing''' is the leader of guild healers and in charge of organising healing posts.&lt;br /&gt;
&lt;br /&gt;
== '''The Wars''' ==&lt;br /&gt;
&lt;br /&gt;
The Necromancer War, referred to here as ('''NW'''), began during January 2008. A brief summary will be given purely as a record, but there is a more in-depth analysis [http://wiki.shartak.com/index.php/Wiksik_PKers/War_Against_The_Necromancers here]. &lt;br /&gt;
There is also a full record collected by [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
&lt;br /&gt;
“January saw Wiksik in the grip of war. Wiksik villagers, led by {{profile|13082 |Black Fang}} (later known as the Grand Tyrant of Wiksik) turned on the Necromancers Guild. The reason for this was a Necromancer murdering Black Fang for slaughtering an outsider within Wiksik territory. Despite the guild pointing out that this was not a result of guild policy, but the actions of a lone guild member, this led to the villagers and shaman of Wiksik declaring war upon the guild. The main argument they had with the guild was the Guild Policy of killing natives who practiced exorcism in the Medical hut (renamed the Spirit hut by Necromancers) in opposition to the Necromancers' beliefs. The War lasted approximately 11 days, before the guild apologised and agreed to edit some policies.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second war involving the guild took place during February 2008 and was fought against the Stamp Out Shamanism clan led by &lt;br /&gt;
&lt;br /&gt;
{{profile|11429 |Um Bongo}}. This is here referred to as ('''SOSW'''). Once again Big Kahuuna performed a large service to the guild by keeping records of the events [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
“SOS were against the Necromancers Guild’s use of spirits in the Medical hut and took issue with the guild. Their guild members began to repeatedly attack several of our own without provocation. Etherdrifter eventually declared war on the SOS guild. He was aided in the war by several key guild members - Ziggyirked, Bruce Lee, Cheesesteak and AliceBeth slaughtered  the SOS members at every chance. They themselves were also cut down many times. Bhaal and Vortex healed the wounded and fought for peace through diplomacy. Stamp Out Shamanism eventually degenerated to a feeble parody of the guild, named the Necrophiliacs Guild, when some members of SOS became disillusioned with their guild and left. The Necrophiliacs Guild included notable members such as Um Bongo, {{profile|13175 |Shining Willies}}, &lt;br /&gt;
&lt;br /&gt;
{{profile|13906 |Hugh Jorgan}}, {{profile|14112 |Mike Oldfield}}, {{profile|4099 |Pianoman}}, and the truly pathetic {{profile|14252 |Ethernoobster}}, who were all rewarded with a stint on the KOS list. Some names have since been removed but Um Bongo has been given a permanent KOS status. Eventually, they all buggered off and Um Bongo left for York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third war involving the guild took place during October 2008 all the way till August 2009.  It took part against a group called Greater Shartak Unification Coalition (GSUC) and State Of New York (SONY).&lt;br /&gt;
&lt;br /&gt;
This war is referred to as ('''GSUCW''') and is one of the guild's darkest hours. The war began when a group of outsiders banded together to form the Greater Shartak Unification Coalition - far from unifying the island, their goal was simply to wipe out and enslave the native race. They targeted Wiksik, home of the Necromancers Guild and the Kingdom of Skulls, viewing the village as the biggest threat. It was, after all, the source of two of the strongest clans in Shartak. This was the catalyst that finally prompted a proper Outsider response, for fear they would not be able to answer the threat the village posed. &lt;br /&gt;
Whilst it’s entirely possible that GSUC started clan life with noble intentions, they soon began to attract the lowest, most despicable Shartak players. It was a clan where their in-game actions, no matter how degrading or insensitive, were tolerated and indeed encouraged. Notable examples are {{profile|13430|Kill Thrill}} and {{profile|13534|Stan666}} (both under a number of user names).&lt;br /&gt;
During November 2008, the Guild lost two of it’s well-known members to the ranks of GSUC. {{profile|14125|John the Baptist}} was punished by the Guild for breaking Guild Law and turned traitor, fleeing to the open arms of GSUC, taking {{profile|13854|Monopod}} with him. GSUC continued to claim power over Wiksik, or as they dubbed it ‘New York’. Once allied, John the Baptist was awarded the rank of Governor of New York by his new clan and created the State of New York clan in an attempt to bring Wiksik to her knees. &lt;br /&gt;
Day after day the Guild and our allies were targeted, but nothing so vile as the abuse hurled at current leader of the KOS, {{profile|10965|Anthor}}. Eventually, peaceful members of the Necromancers Guild were relocated to the hidden city of Necropolis. A few continued to fight the good fight in Wiksik and our history will remember them. Eventually the threat of GSUC dried up. The clan remains to this day, though their leader is inactive. Their wounds inflicted upon Wiksik also remain and have not entirely healed.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Members''' == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guildmaster''' - {{profile|9922|Etherdrifter}} is the guildmaster and founder of this great order. &lt;br /&gt;
&lt;br /&gt;
=== '''War Veterans''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|10965 |Anthor}} is leader of the KOW. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''Idle War Veterans'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|16673 |Absinthe_Fairy}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|6327 |Ajent ghost}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13248 |AliceBeth}} is a Death Knight, a Guild Diplomat and the daughter of Etherdrifter.  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|10352 |Big Kahuuna}} kept records of the first war and is considered a Guild Elder. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|18437 |Bokor}} is a guild apprentice. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11933 |Bruce Lee}} is a Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12513 |deathtothenormals}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11526 |Goodaids}} is a guild healer. ('''SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13266 |Halcogeth}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13449 |hawkeye099}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14210 |Mindrender}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|1129 |nineless}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13446 |Psycho Darko}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14371 |runemasteryx}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13922 |TallDarkugly}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} Creedian ally within the guild. ('''SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14755 |UberDrag}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12819 |vikiki}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12867 |Vortex}}  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12400 |xtbotts}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|2925 |Ziggyirked}} is a guild ferrywoman. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''The Dark Council'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} is '''The Master of Knowledge'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20732 |Mortis}} is '''The Great Wraith'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20946 |Jesus H Christ}} is '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20677 |Jahnam Nehkan}} is '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|19827 |richardskull16}} is '''The Council Mouth'''.&lt;br /&gt;
&lt;br /&gt;
The position of '''The Master/Mistress of Healing''' is currently vacant.  &lt;br /&gt;
&lt;br /&gt;
=== '''Other active members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|19470 |Al contrario}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|20624 |Baby Birch}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19816 |CompletelyRandom}} is a guild apprentice and researcher.&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21503 |Dunjk}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19472 |Feathers}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21072 |Kakepatis}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21465 |Isa Hart}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|12225 |Liberal Pi}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21477 |Mestigiot}} is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|13358 |Nekrotzar}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|17218 |nyvag0}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|19914 |Salen}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20572 |Seizon}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21869 |Signed}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20958 |The Shadow}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21673 |xDante}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|20050 |Ur-Zakunrun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21120 |Xek}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|22158 |Zohtun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
=== '''Idle members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|21403 |Alexander Lucard}}&lt;br /&gt;
&lt;br /&gt;
{{profile|18650 |andorians}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15352 |Angron}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21006 |animus}} &lt;br /&gt;
&lt;br /&gt;
{{profile|9833 |Arturius}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16180 |camperdave614}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20510 |Casper the Unfriendly Ghost}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21468 |Circe}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15411 |Clesalir}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20612 |Dahlia Rae}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20988 |Dances with Kevin Costner}} &lt;br /&gt;
&lt;br /&gt;
{{profile|6199 |dar07}}&lt;br /&gt;
&lt;br /&gt;
{{profile|17294 |DebWreck1}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16269 |Diwen}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12540 |Drifting Ether}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15222 |Eowhyn}}&lt;br /&gt;
&lt;br /&gt;
{{profile|9762 |Eric}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1554 |Escariot}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20094 |falling sand}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20407 |FireBug}} &lt;br /&gt;
&lt;br /&gt;
{{profile|16594 |Frib}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20712 |Grandmaster Doom}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Koulianne}}&lt;br /&gt;
&lt;br /&gt;
{{profile|10860 |Lubat}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19429 |Madam Nico}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|19899 |Malvado}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21279 |Margath Shakam}} &lt;br /&gt;
&lt;br /&gt;
{{profile|19343 |Mehrunes Dagon}} &lt;br /&gt;
&lt;br /&gt;
{{profile|18036 |Myao}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Olivia}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|20433 |Ortega}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16954 |pink malibu}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15916 |Robot Chicken}} &lt;br /&gt;
&lt;br /&gt;
{{profile|8145 |Shadow Soul}}&lt;br /&gt;
&lt;br /&gt;
{{profile|11316 |Squatch}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21061 |The Prophet Of Life}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12501 |Trapper}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20286 |Tuktuk}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20438 |Yuni Von}}&lt;br /&gt;
&lt;br /&gt;
==='''Retired Members'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12991 |Cheesesteak}} was the Chief Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|15021 |SilyLilyPily}} was a Guild Researcher. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
== '''Guild Law''' ==&lt;br /&gt;
&lt;br /&gt;
These are the laws of our guild, their penalties vary according to the crime. Punishments are harsh but fair, there is warning before any serious action is taken and every death sentence will be accompanied by a reason. Laws are only applicable in Wiksik and Spirit huts at the moment. There are specific laws for each branch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning sacred Spirit Huts: '''&lt;br /&gt;
&lt;br /&gt;
* To exorcise from this hut carries with it a death sentence, no more no less. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* To kill a guild member in this hut (outsider or native) carries a death sentence, a single death for a single death. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* Murder by Wailing is permitted in the hut, it is a risk you take in its use. Attempts to take revenge for a wail related Spirit hut death will be considered as murder within the hut and punished accordingly. &lt;br /&gt;
* Murder by Malevolence is not permitted, the penalty is applied to the invoker and not the spirit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning Wiksik: '''&lt;br /&gt;
&lt;br /&gt;
* Invocation for the purpose of Exorcism is forbidden if the spirit invoked was residing in the spirit hut during the time of Invocation. For a first offence a verbal warning is given. If a further offence is committed after receiving the warning, a death penalty is applied for each invoke (of a spirit from the hut) and exorcism (of said spirit from the hut). This crime will never result in a KOS unless there are extreme circumstances. &lt;br /&gt;
* Murder of a guild member is frowned upon by the guild. However, if the guild member was committing a crime then there will be no retribution (I.e. if a guild member murders you, you have every right to kill them in return). If the guild member is peaceful and is not violating any law it will be treated similar to a murder within the Spirit Hut and punished accordingly.&lt;br /&gt;
* Assault of a guild member is not punished unless the guild member in question is killed later on as a direct result of the assault. Wailing is not constituted as assault. &lt;br /&gt;
* Malevolence in the Spirit Hut that results in the death of a guild member is punishable by guild law by the guild.  Malevolence in the Spirit Hut that results in the death of a non-guild member is punishable but not by the guild.  &lt;br /&gt;
* Wailing that results in death is not punishable by the guild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guild policy regarding Outsiders:'''&lt;br /&gt;
&lt;br /&gt;
The Necromancers guild will not attack outsiders in Wiksik, but nor will we defend them. &lt;br /&gt;
Specifically: &lt;br /&gt;
* Hostile outsiders (targeting Wiksik or the guild), such as those on the KOS list, will be attacked. &lt;br /&gt;
* Harmless outsiders, such as traders, will not be attacked but should state their intentions. &lt;br /&gt;
* Outsiders in foreign towns - e.g. York - or at the Shipwreck are fair game for raids and attacks.&lt;br /&gt;
* The exception to the rule above are allies of the guild and those who have proven their peaceful intentions to the guild.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Edicts In Place''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is for any guild edicts currently in place.  They are alterations to the law for special circumstances, and as such take precedence over guild law till the edict is revoked.&lt;br /&gt;
&lt;br /&gt;
== '''Guild History''' - Events that affected the guild. ==&lt;br /&gt;
&lt;br /&gt;
'''The Beginning.''' December 2007.&lt;br /&gt;
&lt;br /&gt;
Founded in late 2007 the Necromancers Guild quickly rose to power in the village of Wiksik. With their grasp of the Spirit World and their swift bargaining they took control of the local medical hut and renamed it the Spirit Hut. With the founding of the guild, shaman and spirit alike flocked to the previously quiet village of Wiksik and thus a new age was born. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The First War.''' January 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers War began. (See the First War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Second War.''' February 2008.&lt;br /&gt;
&lt;br /&gt;
The war with the SOS guild began. (See the Second War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alliance with the KOS.''' June 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers Guild allied with the Kingdom of Skulls during June 2008. Etherdrifter accepted the position of Royal Magician, agreeing to ally with the Kingdom for mutual benefit and several guild members joined the other clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Black Fang passes on.''' October 2008.&lt;br /&gt;
&lt;br /&gt;
After the loss of Black Fang, Etherdrifter weaved powerful magics to seal the KOS Throne room. This was done partly in tribute to the Grand Tyrant, but also to force the new KOS leader, {{profile|10965 |Anthor}}  to prove his worth. If Anthor failed to complete a quest set by the Gods, the Throne room would remain sealed forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GSUC's Rise.''' October 2008&lt;br /&gt;
&lt;br /&gt;
The GSUC clan was formed and launched an attacked on Wiksik including repeatedly killing the village Shaman and using stolen Guild tactics such as launching attacks on the medical hut. (See the Third War) Three Guild members, John The Baptist, Monopod and Witch of Endor turned traitor and join the ranks of GSUC at this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Necropolis.''' October 2008&lt;br /&gt;
&lt;br /&gt;
Due to the benevolence of the powers that be the guild had Wiksik re-named &amp;quot;Necropolis&amp;quot; for 2 days in celebration of Halloween.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Etherdrifter's retirement.''' January 2009&lt;br /&gt;
&lt;br /&gt;
Etherdrifter retired as guildmaster and named his daughter, AliceBeth, as his successor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exodus.''' February 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members, tired of the constant wars in Wiksik, left and founded a secret city dubbed Necropolis deep in the island's cavernous network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reclamation.''' April 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members returned to Wiksik as Etherdrifter left the Sacred Space and began his war against the dissident Necromancers John The Baptist and Monopod. AliceBeth gave up the Guild leadership to her father.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The End Of Days.''' Early August 2009&lt;br /&gt;
&lt;br /&gt;
Simon declares that Shartak is closing due to too many complaints.  The Guild gathers in the spirit hut in wiksik to wait for the end.  Drinking down the last of the poison berry wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A period of peace and research.''' Late August 2009&lt;br /&gt;
&lt;br /&gt;
With the announcement that Shartak was not going to sink into the sea, Guild members spent their time researching and uncovered many of the island's hidden mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rebirth.''' November 2009&lt;br /&gt;
&lt;br /&gt;
With Shartak V2 phase one released, the Guild once again begins to actively recruit new members and expand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''KOS Vs KOW''' March-April 2010&lt;br /&gt;
&lt;br /&gt;
A scion of Black Fang appeared, King Kuru, and his appearence shook the guild to it's core for he declared war on the KOW.  The guild remained neutral, the spirit hut a sacred space for all to rest.  The end of the war was bought about when Kuru refused to attend peace talks.  Some say it was Ether who called down the meteor, others say it was the creator himself.  All that is known is that the throne room was no more, the moment Etherdrifter denounced Kuru and chose in favour of Anthor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Royal Court Incident''' Late August 2010&lt;br /&gt;
&lt;br /&gt;
This was another troubled time for the guild.  Queen Monaliza of the royal court of raktam declared necromancy illigal in raktam and ordered all necromancers to quit the village.  The guild complied but broke it's alliance to the royal court as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wanted:''' ==&lt;br /&gt;
&lt;br /&gt;
There are several positions currently available in the guild:&lt;br /&gt;
&lt;br /&gt;
* '''Trader.'''&lt;br /&gt;
There is an opportunity for an Island trader to make some money with the guild. We require lots of amulets, especially silver skull crosses. This would be a regular contract, not a one off. We can also supply healing herbs as required. For more information, sign up at the forum or contact Etherdrifter in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Death Knights.'''&lt;br /&gt;
There are currently several Death Knight positions open in the guild. Requirements include being a member of the Necromancers Guild and having several attack skills. The ability to track people is preferable as is outsider knowledge for use of GPS units, but neither are necessary. See the Death Knight definition to find out what work is entailed. For more information, sign up at the forum or contact {{profile|9922|Etherdrifter}} in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Researcher.'''&lt;br /&gt;
We are currently recruiting researchers to find out the secrets of the island, and keep up with the changes upon it, contact Tracer in game or on the guild forums&lt;br /&gt;
&lt;br /&gt;
== '''The current KOS  list:''' ==&lt;br /&gt;
&lt;br /&gt;
'''Permanent KOS:'''&lt;br /&gt;
* {{profile|11429 |Um Bongo}}&lt;br /&gt;
* {{profile|14125 |John the Baptist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Priority:'''&lt;br /&gt;
'''For the repeated murder of guild members:'''&lt;br /&gt;
* Any members of the clan [http://www.shartak.com/clanview.cgi?id=383 Greater Shartak Unification Coalition].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For Treason'''&lt;br /&gt;
* {{profile|14679 |Witch of Endor}}&lt;br /&gt;
* {{profile|13854 |Monopod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Short Term '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information or to submit a request for KOS status, see {{profile|20677 |Jahnam Nehkan}},on the Necromancers Guild forum or in game.&lt;br /&gt;
&lt;br /&gt;
== '''Forum''' ==&lt;br /&gt;
The Necromancers Guild has its own [http://etherdrifter.proboards67.com/index.cgi? forum]. If you wish to contact a guild member (out of character) then it’s best to sign up there and send them a message or leave a post.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23146</id>
		<title>The Necromancers Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23146"/>
		<updated>2011-07-21T02:26:10Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Other active members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{clanbox_test|&lt;br /&gt;
clan_name=The Necromancers Guild|&lt;br /&gt;
official_id=232|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Necromancer_Skull2.JPG‎|180px]]|&lt;br /&gt;
clan_leaders={{profile|9922|Etherdrifter}}|&lt;br /&gt;
clan_membership=19 active 67 inactive|&lt;br /&gt;
clan_recruit=Any who seek power through death or the dead.|&lt;br /&gt;
clan_goals=To coexist with our spirit kin.|&lt;br /&gt;
clan_contact=[http://etherdrifter.proboards67.com/index.cgi? The forum] or in-game.|&lt;br /&gt;
sort_as=|&lt;br /&gt;
active=yes|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Our Pitch''' ==&lt;br /&gt;
&lt;br /&gt;
Are you a lost soul who is carelessly cast out of every village by those unrelenting exorcists? Perhaps you’re a shaman craving forbidden power and ultimate riches, or a researcher aspiring to uncover the secrets behind Shartak's many amulets? Maybe you’re simply a mortal pursuing  the secret of lichdom, life beyond death? &lt;br /&gt;
&lt;br /&gt;
Then join us in our quest. We are not the black mages we are painted to be! Certainly our arts may involve using spirits to harm the living but we do patch them up afterwards.. &lt;br /&gt;
&lt;br /&gt;
Our knowledge of the spirit world is second to none. We tirelessly work at the fore-front of island research in all areas relating to the undead, amulets and shaman abilities. &lt;br /&gt;
&lt;br /&gt;
...And let's face it, a group of spirit allies can raise hell when you’re planning a town raid.&lt;br /&gt;
&lt;br /&gt;
'''Should you wish to join us feel free, membership is open and we welcome those from all walks of life, outsiders and natives. The guild is also available to hire - should you require a spiritual assault, simply contact us on the forum.'''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== '''Definitions''' ==&lt;br /&gt;
&lt;br /&gt;
* The '''Spirit Hut''' is a sacred guild hut, where Necromancer law rules. It is a place of knowledge and marked by the passing of the dead. Spirits and guild members have free rein in this hut and expect to exist in peace. Exorcising a spirit from there is punishable by death.Currently, there is one Spirit Hut. It is in [[Wiksik]] and marked by it's own icon.&lt;br /&gt;
&lt;br /&gt;
* The Necromancers Guild includes an elite fighting force known as the '''Death Knights'''. They are responsible for fulfilling contracts or bounties and slaying those on the guild’s KOS list. The Death Knights only target those on the KOS list or those personally requested by Etherdrifter and will always state that it is a guild-requested execution. Anything else is personal and responsibilty lies between the Knight and his victim. Not the guild. They are led by the Chief Death Knight, who assigns targets and ensures the KOS list is kept up-to-date. &lt;br /&gt;
&lt;br /&gt;
* The '''Ferryman''' or '''Ferrywoman''' plays an important role in the guild. He or she helps others to journey from the Land of the Living, to the Land of the Dead. Essentially, this is done by striking them down but only those who wish to become spirits for reasons of their own choosing. They must verbalise their request. Remember, this is a service that the Ferryman performs for the guild, so remember to thank them - don’t stab them!&lt;br /&gt;
&lt;br /&gt;
* '''Guild Diplomats''' are those who find words come easily to them. They can express the intentions and beliefs of the guild and as so, are able to speak for the guild when the need arises.&lt;br /&gt;
&lt;br /&gt;
* '''War Veterans''' are highly respected in the guild. They fought alongside the Guildmaster and defended the guild policies, during the times of war. As such, they maintain higher positions within the guild.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Knights''' are composed of the stronger members of the Necromancers Guild, dedicated to punishing those who would do offense against the Guild. Membership in this order is granted only by invitation to Wiksikian Shamans of level 10 or higher. Spirit Knights report to '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
* '''Death Alchemists''' are a part of the science-specific wing of the Necromancers Guild. They are dedicated to the restocking of supplies and potions. They also take part in various other research projects. Death Alchemists report to '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
* The '''Dark Council''' is composed of six trusted guild members. Each Dark Council member is a leader of a certain field within the guild and is responsible for different tasks in the day to day running of the guild. The Dark Council positions and tasks are as follows:&lt;br /&gt;
**'''The Master/Mistress of Knowledge''' is the lead researcher and organiser of projects.&lt;br /&gt;
**'''The Great Wraith''' is the leader of guild spirits and organiser of spirit raids.&lt;br /&gt;
**'''The Master/Mistress of Potions''' is the leader of guild alchemists,organiser of fungi juicing and wine brewing, and also leader of the hidden settlement know as Necropolis.&lt;br /&gt;
**'''The Chief Death Knight''' is the leader of the Death Knights and is responsible for upholding guild law.&lt;br /&gt;
**'''The Council Mouth''' is the leader of the diplomats and responsible for updating the forum and Necromancer's Wiki Page.&lt;br /&gt;
**'''The Master/Mistress of Healing''' is the leader of guild healers and in charge of organising healing posts.&lt;br /&gt;
&lt;br /&gt;
== '''The Wars''' ==&lt;br /&gt;
&lt;br /&gt;
The Necromancer War, referred to here as ('''NW'''), began during January 2008. A brief summary will be given purely as a record, but there is a more in-depth analysis [http://wiki.shartak.com/index.php/Wiksik_PKers/War_Against_The_Necromancers here]. &lt;br /&gt;
There is also a full record collected by [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
&lt;br /&gt;
“January saw Wiksik in the grip of war. Wiksik villagers, led by {{profile|13082 |Black Fang}} (later known as the Grand Tyrant of Wiksik) turned on the Necromancers Guild. The reason for this was a Necromancer murdering Black Fang for slaughtering an outsider within Wiksik territory. Despite the guild pointing out that this was not a result of guild policy, but the actions of a lone guild member, this led to the villagers and shaman of Wiksik declaring war upon the guild. The main argument they had with the guild was the Guild Policy of killing natives who practiced exorcism in the Medical hut (renamed the Spirit hut by Necromancers) in opposition to the Necromancers' beliefs. The War lasted approximately 11 days, before the guild apologised and agreed to edit some policies.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second war involving the guild took place during February 2008 and was fought against the Stamp Out Shamanism clan led by &lt;br /&gt;
&lt;br /&gt;
{{profile|11429 |Um Bongo}}. This is here referred to as ('''SOSW'''). Once again Big Kahuuna performed a large service to the guild by keeping records of the events [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
“SOS were against the Necromancers Guild’s use of spirits in the Medical hut and took issue with the guild. Their guild members began to repeatedly attack several of our own without provocation. Etherdrifter eventually declared war on the SOS guild. He was aided in the war by several key guild members - Ziggyirked, Bruce Lee, Cheesesteak and AliceBeth slaughtered  the SOS members at every chance. They themselves were also cut down many times. Bhaal and Vortex healed the wounded and fought for peace through diplomacy. Stamp Out Shamanism eventually degenerated to a feeble parody of the guild, named the Necrophiliacs Guild, when some members of SOS became disillusioned with their guild and left. The Necrophiliacs Guild included notable members such as Um Bongo, {{profile|13175 |Shining Willies}}, &lt;br /&gt;
&lt;br /&gt;
{{profile|13906 |Hugh Jorgan}}, {{profile|14112 |Mike Oldfield}}, {{profile|4099 |Pianoman}}, and the truly pathetic {{profile|14252 |Ethernoobster}}, who were all rewarded with a stint on the KOS list. Some names have since been removed but Um Bongo has been given a permanent KOS status. Eventually, they all buggered off and Um Bongo left for York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third war involving the guild took place during October 2008 all the way till August 2009.  It took part against a group called Greater Shartak Unification Coalition (GSUC) and State Of New York (SONY).&lt;br /&gt;
&lt;br /&gt;
This war is referred to as ('''GSUCW''') and is one of the guild's darkest hours. The war began when a group of outsiders banded together to form the Greater Shartak Unification Coalition - far from unifying the island, their goal was simply to wipe out and enslave the native race. They targeted Wiksik, home of the Necromancers Guild and the Kingdom of Skulls, viewing the village as the biggest threat. It was, after all, the source of two of the strongest clans in Shartak. This was the catalyst that finally prompted a proper Outsider response, for fear they would not be able to answer the threat the village posed. &lt;br /&gt;
Whilst it’s entirely possible that GSUC started clan life with noble intentions, they soon began to attract the lowest, most despicable Shartak players. It was a clan where their in-game actions, no matter how degrading or insensitive, were tolerated and indeed encouraged. Notable examples are {{profile|13430|Kill Thrill}} and {{profile|13534|Stan666}} (both under a number of user names).&lt;br /&gt;
During November 2008, the Guild lost two of it’s well-known members to the ranks of GSUC. {{profile|14125|John the Baptist}} was punished by the Guild for breaking Guild Law and turned traitor, fleeing to the open arms of GSUC, taking {{profile|13854|Monopod}} with him. GSUC continued to claim power over Wiksik, or as they dubbed it ‘New York’. Once allied, John the Baptist was awarded the rank of Governor of New York by his new clan and created the State of New York clan in an attempt to bring Wiksik to her knees. &lt;br /&gt;
Day after day the Guild and our allies were targeted, but nothing so vile as the abuse hurled at current leader of the KOS, {{profile|10965|Anthor}}. Eventually, peaceful members of the Necromancers Guild were relocated to the hidden city of Necropolis. A few continued to fight the good fight in Wiksik and our history will remember them. Eventually the threat of GSUC dried up. The clan remains to this day, though their leader is inactive. Their wounds inflicted upon Wiksik also remain and have not entirely healed.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Members''' == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guildmaster''' - {{profile|9922|Etherdrifter}} is the guildmaster and founder of this great order. &lt;br /&gt;
&lt;br /&gt;
=== '''War Veterans''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|10965 |Anthor}} is leader of the KOW. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''Idle War Veterans'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|16673 |Absinthe_Fairy}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|6327 |Ajent ghost}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13248 |AliceBeth}} is a Death Knight, a Guild Diplomat and the daughter of Etherdrifter.  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|10352 |Big Kahuuna}} kept records of the first war and is considered a Guild Elder. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|18437 |Bokor}} is a guild apprentice. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11933 |Bruce Lee}} is a Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12513 |deathtothenormals}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11526 |Goodaids}} is a guild healer. ('''SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13266 |Halcogeth}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13449 |hawkeye099}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14210 |Mindrender}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|1129 |nineless}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13446 |Psycho Darko}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14371 |runemasteryx}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13922 |TallDarkugly}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} Creedian ally within the guild. ('''SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14755 |UberDrag}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12819 |vikiki}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12867 |Vortex}}  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12400 |xtbotts}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|2925 |Ziggyirked}} is a guild ferrywoman. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''The Dark Council'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} is '''The Master of Knowledge'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20732 |Mortis}} is '''The Great Wraith'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20946 |Jesus H Christ}} is '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20677 |Jahnam Nehkan}} is '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|19827 |richardskull16}} is '''The Council Mouth'''.&lt;br /&gt;
&lt;br /&gt;
The position of '''The Master/Mistress of Healing''' is currently vacant.  &lt;br /&gt;
&lt;br /&gt;
=== '''Other active members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|19470 |Al contrario}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|20624 |Baby Birch}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19816 |CompletelyRandom}} is a guild apprentice and researcher.&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21503 |Dunjk}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19472 |Feathers}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21072 |Kakepatis}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21465 |Isa Hart}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|12225 |Liberal Pi}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21477 |Mestigiot}} is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|13358 |Nekrotzar}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|17218 |nyvag0}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|19914 |Salen}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20572 |Seizon}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21869 |Signed}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20958 |The Shadow}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21673 |xDante}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|20050 |Ur-Zakunrun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21120 |Xek}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|22158 |Zohtun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
=== '''Idle members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|21403 |Alexander Lucard}}&lt;br /&gt;
&lt;br /&gt;
{{profile|18650 |andorians}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15352 |Angron}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21006 |animus}} &lt;br /&gt;
&lt;br /&gt;
{{profile|9833 |Arturius}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16180 |camperdave614}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20510 |Casper the Unfriendly Ghost}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21468 |Circe}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15411 |Clesalir}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20612 |Dahlia Rae}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20988 |Dances with Kevin Costner}} &lt;br /&gt;
&lt;br /&gt;
{{profile|6199 |dar07}}&lt;br /&gt;
&lt;br /&gt;
{{profile|17294 |DebWreck1}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16269 |Diwen}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12540 |Drifting Ether}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15222 |Eowhyn}}&lt;br /&gt;
&lt;br /&gt;
{{profile|9762 |Eric}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1554 |Escariot}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20094 |falling sand}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20407 |FireBug}} &lt;br /&gt;
&lt;br /&gt;
{{profile|16594 |Frib}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20712 |Grandmaster Doom}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Koulianne}}&lt;br /&gt;
&lt;br /&gt;
{{profile|10860 |Lubat}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19429 |Madam Nico}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|19899 |Malvado}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21279 |Margath Shakam}} &lt;br /&gt;
&lt;br /&gt;
{{profile|19343 |Mehrunes Dagon}} &lt;br /&gt;
&lt;br /&gt;
{{profile|18036 |Myao}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Olivia}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|20433 |Ortega}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16954 |pink malibu}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15916 |Robot Chicken}} &lt;br /&gt;
&lt;br /&gt;
{{profile|8145 |Shadow Soul}}&lt;br /&gt;
&lt;br /&gt;
{{profile|11316 |Squatch}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21061 |The Prophet Of Life}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12501 |Trapper}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20286 |Tuktuk}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20438 |Yuni Von}}&lt;br /&gt;
&lt;br /&gt;
==='''Retired Members'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12991 |Cheesesteak}} was the Chief Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|15021 |SilyLilyPily}} was a Guild Researcher. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
== '''Guild Law''' ==&lt;br /&gt;
&lt;br /&gt;
These are the laws of our guild, their penalties vary according to the crime. Punishments are harsh but fair, there is warning before any serious action is taken and every death sentence will be accompanied by a reason. Laws are only applicable in Wiksik and Spirit huts at the moment. There are specific laws for each branch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning sacred Spirit Huts: '''&lt;br /&gt;
&lt;br /&gt;
* To exorcise from this hut carries with it a death sentence, no more no less. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* To kill a guild member in this hut (outsider or native) carries a death sentence, a single death for a single death. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* Murder by Wailing is permitted in the hut, it is a risk you take in its use. Attempts to take revenge for a wail related Spirit hut death will be considered as murder within the hut and punished accordingly. &lt;br /&gt;
* Murder by Malevolence is not permitted, the penalty is applied to the invoker and not the spirit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning Wiksik: '''&lt;br /&gt;
&lt;br /&gt;
* Invocation for the purpose of Exorcism is forbidden if the spirit invoked was residing in the spirit hut during the time of Invocation. For a first offence a verbal warning is given. If a further offence is committed after receiving the warning, a death penalty is applied for each invoke (of a spirit from the hut) and exorcism (of said spirit from the hut). This crime will never result in a KOS unless there are extreme circumstances. &lt;br /&gt;
* Murder of a guild member is frowned upon by the guild. However, if the guild member was committing a crime then there will be no retribution (I.e. if a guild member murders you, you have every right to kill them in return). If the guild member is peaceful and is not violating any law it will be treated similar to a murder within the Spirit Hut and punished accordingly.&lt;br /&gt;
* Assault of a guild member is not punished unless the guild member in question is killed later on as a direct result of the assault. Wailing is not constituted as assault. &lt;br /&gt;
* Malevolence in the Spitit Hut that results in the death of a guild member is punishable by guild law by the guild.  Malevolence in the Spirit Hut that results in the death of a non-guild member is punishable but not by the guild.  &lt;br /&gt;
* Wailing that results in death is not punishable by the guild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guild policy regarding Outsiders:'''&lt;br /&gt;
&lt;br /&gt;
The Necromancers guild will not attack outsiders in Wiksik, but nor will we defend them. &lt;br /&gt;
Specifically: &lt;br /&gt;
* Hostile outsiders (targeting Wiksik or the guild), such as those on the KOS list, will be attacked. &lt;br /&gt;
* Harmless outsiders, such as traders, will not be attacked but should state their intentions. &lt;br /&gt;
* Outsiders in foreign towns - e.g. York - or at the Shipwreck are fair game for raids and attacks.&lt;br /&gt;
* The exception to the rule above are allies of the guild and those who have proven their peaceful intentions to the guild.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Edicts In Place''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is for any guild edicts currently in place.  They are alterations to the law for special circumstances, and as such take precedence over guild law till the edict is revoked.&lt;br /&gt;
&lt;br /&gt;
== '''Guild History''' - Events that affected the guild. ==&lt;br /&gt;
&lt;br /&gt;
'''The Beginning.''' December 2007.&lt;br /&gt;
&lt;br /&gt;
Founded in late 2007 the Necromancers Guild quickly rose to power in the village of Wiksik. With their grasp of the Spirit World and their swift bargaining they took control of the local medical hut and renamed it the Spirit Hut. With the founding of the guild, shaman and spirit alike flocked to the previously quiet village of Wiksik and thus a new age was born. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The First War.''' January 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers War began. (See the First War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Second War.''' February 2008.&lt;br /&gt;
&lt;br /&gt;
The war with the SOS guild began. (See the Second War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alliance with the KOS.''' June 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers Guild allied with the Kingdom of Skulls during June 2008. Etherdrifter accepted the position of Royal Magician, agreeing to ally with the Kingdom for mutual benefit and several guild members joined the other clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Black Fang passes on.''' October 2008.&lt;br /&gt;
&lt;br /&gt;
After the loss of Black Fang, Etherdrifter weaved powerful magics to seal the KOS Throne room. This was done partly in tribute to the Grand Tyrant, but also to force the new KOS leader, {{profile|10965 |Anthor}}  to prove his worth. If Anthor failed to complete a quest set by the Gods, the Throne room would remain sealed forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GSUC's Rise.''' October 2008&lt;br /&gt;
&lt;br /&gt;
The GSUC clan was formed and launched an attacked on Wiksik including repeatedly killing the village Shaman and using stolen Guild tactics such as launching attacks on the medical hut. (See the Third War) Three Guild members, John The Baptist, Monopod and Witch of Endor turned traitor and join the ranks of GSUC at this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Necropolis.''' October 2008&lt;br /&gt;
&lt;br /&gt;
Due to the benevolence of the powers that be the guild had Wiksik re-named &amp;quot;Necropolis&amp;quot; for 2 days in celebration of Halloween.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Etherdrifter's retirement.''' January 2009&lt;br /&gt;
&lt;br /&gt;
Etherdrifter retired as guildmaster and named his daughter, AliceBeth, as his successor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exodus.''' February 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members, tired of the constant wars in Wiksik, left and founded a secret city dubbed Necropolis deep in the island's cavernous network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reclamation.''' April 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members returned to Wiksik as Etherdrifter left the Sacred Space and began his war against the dissident Necromancers John The Baptist and Monopod. AliceBeth gave up the Guild leadership to her father.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The End Of Days.''' Early August 2009&lt;br /&gt;
&lt;br /&gt;
Simon declares that Shartak is closing due to too many complaints.  The Guild gathers in the spirit hut in wiksik to wait for the end.  Drinking down the last of the poison berry wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A period of peace and research.''' Late August 2009&lt;br /&gt;
&lt;br /&gt;
With the announcement that Shartak was not going to sink into the sea, Guild members spent their time researching and uncovered many of the island's hidden mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rebirth.''' November 2009&lt;br /&gt;
&lt;br /&gt;
With Shartak V2 phase one released, the Guild once again begins to actively recruit new members and expand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''KOS Vs KOW''' March-April 2010&lt;br /&gt;
&lt;br /&gt;
A scion of Black Fang appeared, King Kuru, and his appearence shook the guild to it's core for he declared war on the KOW.  The guild remained neutral, the spirit hut a sacred space for all to rest.  The end of the war was bought about when Kuru refused to attend peace talks.  Some say it was Ether who called down the meteor, others say it was the creator himself.  All that is known is that the throne room was no more, the moment Etherdrifter denounced Kuru and chose in favour of Anthor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Royal Court Incident''' Late August 2010&lt;br /&gt;
&lt;br /&gt;
This was another troubled time for the guild.  Queen Monaliza of the royal court of raktam declared necromancy illigal in raktam and ordered all necromancers to quit the village.  The guild complied but broke it's alliance to the royal court as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wanted:''' ==&lt;br /&gt;
&lt;br /&gt;
There are several positions currently available in the guild:&lt;br /&gt;
&lt;br /&gt;
* '''Trader.'''&lt;br /&gt;
There is an opportunity for an Island trader to make some money with the guild. We require lots of amulets, especially silver skull crosses. This would be a regular contract, not a one off. We can also supply healing herbs as required. For more information, sign up at the forum or contact Etherdrifter in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Death Knights.'''&lt;br /&gt;
There are currently several Death Knight positions open in the guild. Requirements include being a member of the Necromancers Guild and having several attack skills. The ability to track people is preferable as is outsider knowledge for use of GPS units, but neither are necessary. See the Death Knight definition to find out what work is entailed. For more information, sign up at the forum or contact {{profile|9922|Etherdrifter}} in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Researcher.'''&lt;br /&gt;
We are currently recruiting researchers to find out the secrets of the island, and keep up with the changes upon it, contact Tracer in game or on the guild forums&lt;br /&gt;
&lt;br /&gt;
== '''The current KOS  list:''' ==&lt;br /&gt;
&lt;br /&gt;
'''Permanent KOS:'''&lt;br /&gt;
* {{profile|11429 |Um Bongo}}&lt;br /&gt;
* {{profile|14125 |John the Baptist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Priority:'''&lt;br /&gt;
'''For the repeated murder of guild members:'''&lt;br /&gt;
* Any members of the clan [http://www.shartak.com/clanview.cgi?id=383 Greater Shartak Unification Coalition].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For Treason'''&lt;br /&gt;
* {{profile|14679 |Witch of Endor}}&lt;br /&gt;
* {{profile|13854 |Monopod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Short Term '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information or to submit a request for KOS status, see {{profile|20677 |Jahnam Nehkan}},on the Necromancers Guild forum or in game.&lt;br /&gt;
&lt;br /&gt;
== '''Forum''' ==&lt;br /&gt;
The Necromancers Guild has its own [http://etherdrifter.proboards67.com/index.cgi? forum]. If you wish to contact a guild member (out of character) then it’s best to sign up there and send them a message or leave a post.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23145</id>
		<title>The Necromancers Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Necromancers_Guild&amp;diff=23145"/>
		<updated>2011-07-21T02:25:00Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{clanbox_test|&lt;br /&gt;
clan_name=The Necromancers Guild|&lt;br /&gt;
official_id=232|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Necromancer_Skull2.JPG‎|180px]]|&lt;br /&gt;
clan_leaders={{profile|9922|Etherdrifter}}|&lt;br /&gt;
clan_membership=19 active 67 inactive|&lt;br /&gt;
clan_recruit=Any who seek power through death or the dead.|&lt;br /&gt;
clan_goals=To coexist with our spirit kin.|&lt;br /&gt;
clan_contact=[http://etherdrifter.proboards67.com/index.cgi? The forum] or in-game.|&lt;br /&gt;
sort_as=|&lt;br /&gt;
active=yes|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Our Pitch''' ==&lt;br /&gt;
&lt;br /&gt;
Are you a lost soul who is carelessly cast out of every village by those unrelenting exorcists? Perhaps you’re a shaman craving forbidden power and ultimate riches, or a researcher aspiring to uncover the secrets behind Shartak's many amulets? Maybe you’re simply a mortal pursuing  the secret of lichdom, life beyond death? &lt;br /&gt;
&lt;br /&gt;
Then join us in our quest. We are not the black mages we are painted to be! Certainly our arts may involve using spirits to harm the living but we do patch them up afterwards.. &lt;br /&gt;
&lt;br /&gt;
Our knowledge of the spirit world is second to none. We tirelessly work at the fore-front of island research in all areas relating to the undead, amulets and shaman abilities. &lt;br /&gt;
&lt;br /&gt;
...And let's face it, a group of spirit allies can raise hell when you’re planning a town raid.&lt;br /&gt;
&lt;br /&gt;
'''Should you wish to join us feel free, membership is open and we welcome those from all walks of life, outsiders and natives. The guild is also available to hire - should you require a spiritual assault, simply contact us on the forum.'''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== '''Definitions''' ==&lt;br /&gt;
&lt;br /&gt;
* The '''Spirit Hut''' is a sacred guild hut, where Necromancer law rules. It is a place of knowledge and marked by the passing of the dead. Spirits and guild members have free rein in this hut and expect to exist in peace. Exorcising a spirit from there is punishable by death.Currently, there is one Spirit Hut. It is in [[Wiksik]] and marked by it's own icon.&lt;br /&gt;
&lt;br /&gt;
* The Necromancers Guild includes an elite fighting force known as the '''Death Knights'''. They are responsible for fulfilling contracts or bounties and slaying those on the guild’s KOS list. The Death Knights only target those on the KOS list or those personally requested by Etherdrifter and will always state that it is a guild-requested execution. Anything else is personal and responsibilty lies between the Knight and his victim. Not the guild. They are led by the Chief Death Knight, who assigns targets and ensures the KOS list is kept up-to-date. &lt;br /&gt;
&lt;br /&gt;
* The '''Ferryman''' or '''Ferrywoman''' plays an important role in the guild. He or she helps others to journey from the Land of the Living, to the Land of the Dead. Essentially, this is done by striking them down but only those who wish to become spirits for reasons of their own choosing. They must verbalise their request. Remember, this is a service that the Ferryman performs for the guild, so remember to thank them - don’t stab them!&lt;br /&gt;
&lt;br /&gt;
* '''Guild Diplomats''' are those who find words come easily to them. They can express the intentions and beliefs of the guild and as so, are able to speak for the guild when the need arises.&lt;br /&gt;
&lt;br /&gt;
* '''War Veterans''' are highly respected in the guild. They fought alongside the Guildmaster and defended the guild policies, during the times of war. As such, they maintain higher positions within the guild.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Knights''' are composed of the stronger members of the Necromancers Guild, dedicated to punishing those who would do offense against the Guild. Membership in this order is granted only by invitation to Wiksikian Shamans of level 10 or higher. Spirit Knights report to '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
* '''Death Alchemists''' are a part of the science-specific wing of the Necromancers Guild. They are dedicated to the restocking of supplies and potions. They also take part in various other research projects. Death Alchemists report to '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
* The '''Dark Council''' is composed of six trusted guild members. Each Dark Council member is a leader of a certain field within the guild and is responsible for different tasks in the day to day running of the guild. The Dark Council positions and tasks are as follows:&lt;br /&gt;
**'''The Master/Mistress of Knowledge''' is the lead researcher and organiser of projects.&lt;br /&gt;
**'''The Great Wraith''' is the leader of guild spirits and organiser of spirit raids.&lt;br /&gt;
**'''The Master/Mistress of Potions''' is the leader of guild alchemists,organiser of fungi juicing and wine brewing, and also leader of the hidden settlement know as Necropolis.&lt;br /&gt;
**'''The Chief Death Knight''' is the leader of the Death Knights and is responsible for upholding guild law.&lt;br /&gt;
**'''The Council Mouth''' is the leader of the diplomats and responsible for updating the forum and Necromancer's Wiki Page.&lt;br /&gt;
**'''The Master/Mistress of Healing''' is the leader of guild healers and in charge of organising healing posts.&lt;br /&gt;
&lt;br /&gt;
== '''The Wars''' ==&lt;br /&gt;
&lt;br /&gt;
The Necromancer War, referred to here as ('''NW'''), began during January 2008. A brief summary will be given purely as a record, but there is a more in-depth analysis [http://wiki.shartak.com/index.php/Wiksik_PKers/War_Against_The_Necromancers here]. &lt;br /&gt;
There is also a full record collected by [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
&lt;br /&gt;
“January saw Wiksik in the grip of war. Wiksik villagers, led by {{profile|13082 |Black Fang}} (later known as the Grand Tyrant of Wiksik) turned on the Necromancers Guild. The reason for this was a Necromancer murdering Black Fang for slaughtering an outsider within Wiksik territory. Despite the guild pointing out that this was not a result of guild policy, but the actions of a lone guild member, this led to the villagers and shaman of Wiksik declaring war upon the guild. The main argument they had with the guild was the Guild Policy of killing natives who practiced exorcism in the Medical hut (renamed the Spirit hut by Necromancers) in opposition to the Necromancers' beliefs. The War lasted approximately 11 days, before the guild apologised and agreed to edit some policies.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second war involving the guild took place during February 2008 and was fought against the Stamp Out Shamanism clan led by &lt;br /&gt;
&lt;br /&gt;
{{profile|11429 |Um Bongo}}. This is here referred to as ('''SOSW'''). Once again Big Kahuuna performed a large service to the guild by keeping records of the events [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. &lt;br /&gt;
“SOS were against the Necromancers Guild’s use of spirits in the Medical hut and took issue with the guild. Their guild members began to repeatedly attack several of our own without provocation. Etherdrifter eventually declared war on the SOS guild. He was aided in the war by several key guild members - Ziggyirked, Bruce Lee, Cheesesteak and AliceBeth slaughtered  the SOS members at every chance. They themselves were also cut down many times. Bhaal and Vortex healed the wounded and fought for peace through diplomacy. Stamp Out Shamanism eventually degenerated to a feeble parody of the guild, named the Necrophiliacs Guild, when some members of SOS became disillusioned with their guild and left. The Necrophiliacs Guild included notable members such as Um Bongo, {{profile|13175 |Shining Willies}}, &lt;br /&gt;
&lt;br /&gt;
{{profile|13906 |Hugh Jorgan}}, {{profile|14112 |Mike Oldfield}}, {{profile|4099 |Pianoman}}, and the truly pathetic {{profile|14252 |Ethernoobster}}, who were all rewarded with a stint on the KOS list. Some names have since been removed but Um Bongo has been given a permanent KOS status. Eventually, they all buggered off and Um Bongo left for York.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third war involving the guild took place during October 2008 all the way till August 2009.  It took part against a group called Greater Shartak Unification Coalition (GSUC) and State Of New York (SONY).&lt;br /&gt;
&lt;br /&gt;
This war is referred to as ('''GSUCW''') and is one of the guild's darkest hours. The war began when a group of outsiders banded together to form the Greater Shartak Unification Coalition - far from unifying the island, their goal was simply to wipe out and enslave the native race. They targeted Wiksik, home of the Necromancers Guild and the Kingdom of Skulls, viewing the village as the biggest threat. It was, after all, the source of two of the strongest clans in Shartak. This was the catalyst that finally prompted a proper Outsider response, for fear they would not be able to answer the threat the village posed. &lt;br /&gt;
Whilst it’s entirely possible that GSUC started clan life with noble intentions, they soon began to attract the lowest, most despicable Shartak players. It was a clan where their in-game actions, no matter how degrading or insensitive, were tolerated and indeed encouraged. Notable examples are {{profile|13430|Kill Thrill}} and {{profile|13534|Stan666}} (both under a number of user names).&lt;br /&gt;
During November 2008, the Guild lost two of it’s well-known members to the ranks of GSUC. {{profile|14125|John the Baptist}} was punished by the Guild for breaking Guild Law and turned traitor, fleeing to the open arms of GSUC, taking {{profile|13854|Monopod}} with him. GSUC continued to claim power over Wiksik, or as they dubbed it ‘New York’. Once allied, John the Baptist was awarded the rank of Governor of New York by his new clan and created the State of New York clan in an attempt to bring Wiksik to her knees. &lt;br /&gt;
Day after day the Guild and our allies were targeted, but nothing so vile as the abuse hurled at current leader of the KOS, {{profile|10965|Anthor}}. Eventually, peaceful members of the Necromancers Guild were relocated to the hidden city of Necropolis. A few continued to fight the good fight in Wiksik and our history will remember them. Eventually the threat of GSUC dried up. The clan remains to this day, though their leader is inactive. Their wounds inflicted upon Wiksik also remain and have not entirely healed.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Members''' == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guildmaster''' - {{profile|9922|Etherdrifter}} is the guildmaster and founder of this great order. &lt;br /&gt;
&lt;br /&gt;
=== '''War Veterans''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|10965 |Anthor}} is leader of the KOW. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''Idle War Veterans'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|16673 |Absinthe_Fairy}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|6327 |Ajent ghost}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13248 |AliceBeth}} is a Death Knight, a Guild Diplomat and the daughter of Etherdrifter.  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|9232 |animejunkie01}} is a guild apprentice. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|10352 |Big Kahuuna}} kept records of the first war and is considered a Guild Elder. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|18437 |Bokor}} is a guild apprentice. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11933 |Bruce Lee}} is a Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12513 |deathtothenormals}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|11526 |Goodaids}} is a guild healer. ('''SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13266 |Halcogeth}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13449 |hawkeye099}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14210 |Mindrender}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|1129 |nineless}} is a Death Knight. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13446 |Psycho Darko}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14371 |runemasteryx}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|13922 |TallDarkugly}} ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} Creedian ally within the guild. ('''SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|14755 |UberDrag}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12819 |vikiki}} is a guild apprentice.  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12867 |Vortex}}  ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|12400 |xtbotts}}  ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|2925 |Ziggyirked}} is a guild ferrywoman. ('''NW &amp;amp; SOSW &amp;amp; GSUCW''')&lt;br /&gt;
&lt;br /&gt;
==='''The Dark Council'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12660 |Tracer}} is '''The Master of Knowledge'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20732 |Mortis}} is '''The Great Wraith'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20946 |Jesus H Christ}} is '''The Master/Mistress of Potions'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|20677 |Jahnam Nehkan}} is '''The Chief Death Knight'''.&lt;br /&gt;
&lt;br /&gt;
{{profile|19827 |richardskull16}} is '''The Council Mouth'''.&lt;br /&gt;
&lt;br /&gt;
The position of '''The Master/Mistress of Healing''' is currently vacant.  &lt;br /&gt;
&lt;br /&gt;
=== '''Other active members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|19470 |Al contrario}}  is a Sprit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|20624 |Baby Birch}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19816 |CompletelyRandom}} is a guild apprentice and researcher.&lt;br /&gt;
&lt;br /&gt;
{{profile|13956 |dragontamer56}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21503 |Dunjk}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|19472 |Feathers}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21072 |Kakepatis}}  is a Spirit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21465 |Isa Hart}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|12225 |Liberal Pi}}  is a Sprit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|21477 |Mestigiot}} is a Sprit Knight.&lt;br /&gt;
&lt;br /&gt;
{{profile|13358 |Nekrotzar}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|17218 |nyvag0}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|19914 |Salen}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20572 |Seizon}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21869 |Signed}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|20958 |The Shadow}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21673 |xDante}} is a Death Alchemist.&lt;br /&gt;
&lt;br /&gt;
{{profile|20050 |Ur-Zakunrun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|21120 |Xek}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
{{profile|22158 |Zohtun}} is a guild apprentice.&lt;br /&gt;
&lt;br /&gt;
=== '''Idle members''' ===&lt;br /&gt;
&lt;br /&gt;
{{profile|21403 |Alexander Lucard}}&lt;br /&gt;
&lt;br /&gt;
{{profile|18650 |andorians}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15352 |Angron}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21006 |animus}} &lt;br /&gt;
&lt;br /&gt;
{{profile|9833 |Arturius}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16180 |camperdave614}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20510 |Casper the Unfriendly Ghost}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21468 |Circe}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15411 |Clesalir}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20612 |Dahlia Rae}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20988 |Dances with Kevin Costner}} &lt;br /&gt;
&lt;br /&gt;
{{profile|6199 |dar07}}&lt;br /&gt;
&lt;br /&gt;
{{profile|17294 |DebWreck1}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16269 |Diwen}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12540 |Drifting Ether}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15222 |Eowhyn}}&lt;br /&gt;
&lt;br /&gt;
{{profile|9762 |Eric}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1554 |Escariot}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20094 |falling sand}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20407 |FireBug}} &lt;br /&gt;
&lt;br /&gt;
{{profile|16594 |Frib}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20712 |Grandmaster Doom}} &lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Koulianne}}&lt;br /&gt;
&lt;br /&gt;
{{profile|10860 |Lubat}}&lt;br /&gt;
&lt;br /&gt;
{{profile|19429 |Madam Nico}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|19899 |Malvado}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21279 |Margath Shakam}} &lt;br /&gt;
&lt;br /&gt;
{{profile|19343 |Mehrunes Dagon}} &lt;br /&gt;
&lt;br /&gt;
{{profile|18036 |Myao}}&lt;br /&gt;
&lt;br /&gt;
{{profile|15129 |Olivia}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|20433 |Ortega}}&lt;br /&gt;
&lt;br /&gt;
{{profile|16954 |pink malibu}}  &lt;br /&gt;
&lt;br /&gt;
{{profile|15916 |Robot Chicken}} &lt;br /&gt;
&lt;br /&gt;
{{profile|8145 |Shadow Soul}}&lt;br /&gt;
&lt;br /&gt;
{{profile|11316 |Squatch}}&lt;br /&gt;
&lt;br /&gt;
{{profile|21061 |The Prophet Of Life}} &lt;br /&gt;
&lt;br /&gt;
{{profile|12501 |Trapper}}&lt;br /&gt;
&lt;br /&gt;
{{profile|20286 |Tuktuk}} &lt;br /&gt;
&lt;br /&gt;
{{profile|20438 |Yuni Von}}&lt;br /&gt;
&lt;br /&gt;
==='''Retired Members'''===&lt;br /&gt;
&lt;br /&gt;
{{profile|12991 |Cheesesteak}} was the Chief Death Knight. ('''NW &amp;amp; SOSW''')&lt;br /&gt;
&lt;br /&gt;
{{profile|15021 |SilyLilyPily}} was a Guild Researcher. ('''GSUCW''')&lt;br /&gt;
&lt;br /&gt;
== '''Guild Law''' ==&lt;br /&gt;
&lt;br /&gt;
These are the laws of our guild, their penalties vary according to the crime. Punishments are harsh but fair, there is warning before any serious action is taken and every death sentence will be accompanied by a reason. Laws are only applicable in Wiksik and Spirit huts at the moment. There are specific laws for each branch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning sacred Spirit Huts: '''&lt;br /&gt;
&lt;br /&gt;
* To exorcise from this hut carries with it a death sentence, no more no less. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* To kill a guild member in this hut (outsider or native) carries a death sentence, a single death for a single death. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. &lt;br /&gt;
* Murder by Wailing is permitted in the hut, it is a risk you take in its use. Attempts to take revenge for a wail related Spirit hut death will be considered as murder within the hut and punished accordingly. &lt;br /&gt;
* Murder by Malevolence is not permitted, the penalty is applied to the invoker and not the spirit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The laws concerning Wiksik: '''&lt;br /&gt;
&lt;br /&gt;
* Invocation for the purpose of Exorcism is forbidden if the spirit invoked was residing in the spirit hut during the time of Invocation. For a first offence a verbal warning is given. If a further offence is committed after receiving the warning, a death penalty is applied for each invoke (of a spirit from the hut) and exorcism (of said spirit from the hut). This crime will never result in a KOS unless there are extreme circumstances. &lt;br /&gt;
* Murder of a guild member is frowned upon by the guild. However, if the guild member was committing a crime then there will be no retribution (I.e. if a guild member murders you, you have every right to kill them in return). If the guild member is peaceful and is not violating any law it will be treated similar to a murder within the Spirit Hut and punished accordingly.&lt;br /&gt;
* Assault of a guild member is not punished unless the guild member in question is killed later on as a direct result of the assault. Wailing is not constituted as assault. &lt;br /&gt;
* Malevolence in the Spitit Hut that results in the death of a guild member is punishable by guild law by the guild.  Malevolence in the Spirit Hut that results in the death of a non-guild member is punishable but not by the guild.  &lt;br /&gt;
* Wailing that results in death is not punishable by the guild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Guild policy regarding Outsiders:'''&lt;br /&gt;
&lt;br /&gt;
The Necromancers guild will not attack outsiders in Wiksik, but nor will we defend them. &lt;br /&gt;
Specifically: &lt;br /&gt;
* Hostile outsiders (targeting Wiksik or the guild), such as those on the KOS list, will be attacked. &lt;br /&gt;
* Harmless outsiders, such as traders, will not be attacked but should state their intentions. &lt;br /&gt;
* Outsiders in foreign towns - e.g. York - or at the Shipwreck are fair game for raids and attacks.&lt;br /&gt;
* The exception to the rule above are allies of the guild and those who have proven their peaceful intentions to the guild.&lt;br /&gt;
&lt;br /&gt;
== '''Guild Edicts In Place''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is for any guild edicts currently in place.  They are alterations to the law for special circumstances, and as such take precedence over guild law till the edict is revoked.&lt;br /&gt;
&lt;br /&gt;
== '''Guild History''' - Events that affected the guild. ==&lt;br /&gt;
&lt;br /&gt;
'''The Beginning.''' December 2007.&lt;br /&gt;
&lt;br /&gt;
Founded in late 2007 the Necromancers Guild quickly rose to power in the village of Wiksik. With their grasp of the Spirit World and their swift bargaining they took control of the local medical hut and renamed it the Spirit Hut. With the founding of the guild, shaman and spirit alike flocked to the previously quiet village of Wiksik and thus a new age was born. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The First War.''' January 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers War began. (See the First War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Second War.''' February 2008.&lt;br /&gt;
&lt;br /&gt;
The war with the SOS guild began. (See the Second War section for details.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alliance with the KOS.''' June 2008.&lt;br /&gt;
&lt;br /&gt;
The Necromancers Guild allied with the Kingdom of Skulls during June 2008. Etherdrifter accepted the position of Royal Magician, agreeing to ally with the Kingdom for mutual benefit and several guild members joined the other clan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Black Fang passes on.''' October 2008.&lt;br /&gt;
&lt;br /&gt;
After the loss of Black Fang, Etherdrifter weaved powerful magics to seal the KOS Throne room. This was done partly in tribute to the Grand Tyrant, but also to force the new KOS leader, {{profile|10965 |Anthor}}  to prove his worth. If Anthor failed to complete a quest set by the Gods, the Throne room would remain sealed forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GSUC's Rise.''' October 2008&lt;br /&gt;
&lt;br /&gt;
The GSUC clan was formed and launched an attacked on Wiksik including repeatedly killing the village Shaman and using stolen Guild tactics such as launching attacks on the medical hut. (See the Third War) Three Guild members, John The Baptist, Monopod and Witch of Endor turned traitor and join the ranks of GSUC at this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Necropolis.''' October 2008&lt;br /&gt;
&lt;br /&gt;
Due to the benevolence of the powers that be the guild had Wiksik re-named &amp;quot;Necropolis&amp;quot; for 2 days in celebration of Halloween.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Etherdrifter's retirement.''' January 2009&lt;br /&gt;
&lt;br /&gt;
Etherdrifter retired as guildmaster and named his daughter, AliceBeth, as his successor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Exodus.''' February 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members, tired of the constant wars in Wiksik, left and founded a secret city dubbed Necropolis deep in the island's cavernous network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reclamation.''' April 2009&lt;br /&gt;
&lt;br /&gt;
Many guild members returned to Wiksik as Etherdrifter left the Sacred Space and began his war against the dissident Necromancers John The Baptist and Monopod. AliceBeth gave up the Guild leadership to her father.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The End Of Days.''' Early August 2009&lt;br /&gt;
&lt;br /&gt;
Simon declares that Shartak is closing due to too many complaints.  The Guild gathers in the spirit hut in wiksik to wait for the end.  Drinking down the last of the poison berry wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A period of peace and research.''' Late August 2009&lt;br /&gt;
&lt;br /&gt;
With the announcement that Shartak was not going to sink into the sea, Guild members spent their time researching and uncovered many of the island's hidden mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rebirth.''' November 2009&lt;br /&gt;
&lt;br /&gt;
With Shartak V2 phase one released, the Guild once again begins to actively recruit new members and expand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''KOS Vs KOW''' March-April 2010&lt;br /&gt;
&lt;br /&gt;
A scion of Black Fang appeared, King Kuru, and his appearence shook the guild to it's core for he declared war on the KOW.  The guild remained neutral, the spirit hut a sacred space for all to rest.  The end of the war was bought about when Kuru refused to attend peace talks.  Some say it was Ether who called down the meteor, others say it was the creator himself.  All that is known is that the throne room was no more, the moment Etherdrifter denounced Kuru and chose in favour of Anthor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Royal Court Incident''' Late August 2010&lt;br /&gt;
&lt;br /&gt;
This was another troubled time for the guild.  Queen Monaliza of the royal court of raktam declared necromancy illigal in raktam and ordered all necromancers to quit the village.  The guild complied but broke it's alliance to the royal court as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wanted:''' ==&lt;br /&gt;
&lt;br /&gt;
There are several positions currently available in the guild:&lt;br /&gt;
&lt;br /&gt;
* '''Trader.'''&lt;br /&gt;
There is an opportunity for an Island trader to make some money with the guild. We require lots of amulets, especially silver skull crosses. This would be a regular contract, not a one off. We can also supply healing herbs as required. For more information, sign up at the forum or contact Etherdrifter in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Death Knights.'''&lt;br /&gt;
There are currently several Death Knight positions open in the guild. Requirements include being a member of the Necromancers Guild and having several attack skills. The ability to track people is preferable as is outsider knowledge for use of GPS units, but neither are necessary. See the Death Knight definition to find out what work is entailed. For more information, sign up at the forum or contact {{profile|9922|Etherdrifter}} in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Researcher.'''&lt;br /&gt;
We are currently recruiting researchers to find out the secrets of the island, and keep up with the changes upon it, contact Tracer in game or on the guild forums&lt;br /&gt;
&lt;br /&gt;
== '''The current KOS  list:''' ==&lt;br /&gt;
&lt;br /&gt;
'''Permanent KOS:'''&lt;br /&gt;
* {{profile|11429 |Um Bongo}}&lt;br /&gt;
* {{profile|14125 |John the Baptist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Priority:'''&lt;br /&gt;
'''For the repeated murder of guild members:'''&lt;br /&gt;
* Any members of the clan [http://www.shartak.com/clanview.cgi?id=383 Greater Shartak Unification Coalition].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For Treason'''&lt;br /&gt;
* {{profile|14679 |Witch of Endor}}&lt;br /&gt;
* {{profile|13854 |Monopod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Short Term '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information or to submit a request for KOS status, see {{profile|20677 |Jahnam Nehkan}},on the Necromancers Guild forum or in game.&lt;br /&gt;
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== '''Forum''' ==&lt;br /&gt;
The Necromancers Guild has its own [http://etherdrifter.proboards67.com/index.cgi? forum]. If you wish to contact a guild member (out of character) then it’s best to sign up there and send them a message or leave a post.&lt;br /&gt;
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[[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Neil_Tathers&amp;diff=23144</id>
		<title>User talk:Neil Tathers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Neil_Tathers&amp;diff=23144"/>
		<updated>2011-07-21T00:47:05Z</updated>

		<summary type="html">&lt;p&gt;Shadok: /* Explain */&lt;/p&gt;
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&lt;div&gt;Welcome to the Shartak Wiki!&lt;br /&gt;
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In case you've missed it, the 'Show preview' button allows you to preview your changes before you save - allowing you to make a number of minor changes in a single 'save page', which would be appreciated.&lt;br /&gt;
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If you're uploading pictures, please respect the Wiki policy against uploading copyrighted materials.&lt;br /&gt;
--[[User:Cheesesteak|Cheesesteak]] 21:13, 4 February 2009 (UTC)&lt;br /&gt;
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Keep up the good work. You're Shartak's Wiki guru, as well as its master storyteller. --[[User:Sizzu|Sizzu]] 21:00, 14 January 2011 (UTC)&lt;br /&gt;
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Thanks for fixing the date on the [[Kingdom of Wiksik Map]] page! --[[User:Anthor|Anthor]] 00:44, 13 February 2011 (UTC)&lt;br /&gt;
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= Deletions =&lt;br /&gt;
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Neil, there's a template for deletion suggestions - Template:Delete - if there are pages you think aren't needed, just add the template to those pages.  --[[User:Johan Crichton|Johan Crichton]] 19:39, 10 March 2010 (UTC)&lt;br /&gt;
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==profile pics==&lt;br /&gt;
[[Image:Character Information.png]]&lt;br /&gt;
[[Image:Personal Information.png]]&lt;br /&gt;
[[Image:Edit Display Options.png]]&lt;br /&gt;
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[[Image:Upper Part.png]]&lt;br /&gt;
[[Image:General Stats.png]]&lt;br /&gt;
[[Image:Kill Stats.png]]&lt;br /&gt;
[[Image:NPC Kills.png]]&lt;br /&gt;
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==Explain==&lt;br /&gt;
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So you've revised my changes. As a newcomer to Shartak coming over from other games, I changed that part of the wiki as the start of a slow change to the whole thing. I respect that the fiction is older than my time here, which is why I didn't simply wipe it out, but having character names in it makes the whole game look full of themselves from a new arrival's perspective. As I don't wish to see the whole game sunk due to this (I had encouragement to try it despite that rather poor first impression) I sought to repair it to that the names in the fiction are more generic and accurately describe the skill (I've seen a handful which don't actually match the skill's effect). &lt;br /&gt;
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Now, to hear the other side of things, can you tell me why I should not do this? I'd rather not have an edit-war with you. [[User:Shadok|Shadok]] 12:17, 20 July 2011 (UTC)&lt;br /&gt;
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Thank you for explaining why you did what you did.  Most people wouldn't have bothered and tried to have an edit war.  The reason why I had placed names in there was a nod to older characters of the game, and give them some respect for what they had brought.  I never saw it as a putdown for newer players, and in fact I've had some new players say they enjoyed that aspect quite a bit.  Several people have told me how they were excited that they found these actual characters in game.  Which makes me curious as to why you think it makes us look full of ourselves for doing that?  Seeing as I spent alot of time on those skill pages, I found it kinda insulting that you went in and changed it like that without discussing it first with me.&lt;br /&gt;
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The last thing I would want to do is to deter new players, but I honestly don't see how having names in a sentence or two is deterrent in any way, shape or form.  Now is skill specs are wrong, which some of them have been, I have no problem with people correcting that, or even their own clan pages.  I don't mess with those, only clean them up if the clan is old and has some formatting issues in their page.&lt;br /&gt;
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We could pose this question to the community as a whole and see what they say on the forum.  If a majority of people think it's a deterrent, then we can easily edit them.&lt;br /&gt;
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I'm also curious to these other changes you say you want to implement, and how they will change the wiki on a whole.  &lt;br /&gt;
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~Neil Tathers&lt;br /&gt;
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Well, thank you for replying nicely. In hindsight, what I did WAS rather rude and you'd have been justified in not wishing to speak with me. Offending you was NOT at all my intent. I simply am trying to help and may have done so the wrong way. I forget sometimes that I'm not as known on this wiki as on others. And I am aware of the pointlessness of a edit war. Aside from wasting both our time, it is the mark of a wikinoob to try edit-war with an older user. I'd rather not have my name marred with such a title. It's impossible to remove.&lt;br /&gt;
Aside from that, I've come from another game where the use of player names in skillfiction was forbidden. It was because many people were doing it purely so they keep their &amp;quot;mark&amp;quot; on the game forever and, in some cases, writing up total bullshit and only keeping it because they gathered their clan and ordered them to vote for it. I will watch the link you provided me and if the game as a whole REALLY thinks that the pros outweigh the cons, then I will respect it, no matter what my own attitude towards that is. Perhaps I am simply jaded.&lt;br /&gt;
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Now, regarding my changes they are a long-term plan, since it seems that working alone will take me a while to do this, the first is going to be my own hunting of the grammar and spelling errors which seem rampent upon the wiki. I've seen them in both skill descriptions, in clan pages (this one I'll have to request permission before stepping in. I've already obtained permission from the Necromancers guild, so I'll begin there), in fiction (mainly grammar there, but occational simple mistakes such as &amp;quot;their&amp;quot; and &amp;quot;there&amp;quot; being mixed up) and in the guides.&lt;br /&gt;
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The next phase would be changing things to further aid the new readers. The KISS theory needs to be implemented a little here. The newcomer's guide(s) made NO SENSE to me when I first read them until I had an hour-long conversation with an older player (who'd told me and invited me to shartak) over IRC. And still I had to go and actively experiment, a week-long trek through the game's manu tiles, before I fully understood how things in the game worked. Aside from that, I would, if permittable, replace some fiction with ones which accurately describe the skill rather than simply fiction which, while sounding good, does not actually show what the skill does. (Maleviolence is one example of this. When I read it, I first thought the skill gave the user the ability to harm SPIRITS, not cause them to harm the living. Then I read the skill two more times and looked it up on the necromancer's guide before figuring it out). If you're willing to work with me on that, I'll say now that when writing game-fiction, I always use generic names. As above, if the community prefers to use character names, then you'll have to place names into the fiction (since, as a newcomer, I don't know who would fit best).&lt;br /&gt;
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I'll continue to explain my objectives as things are ticked off, since this stuff, although only a paragraph thus far, is already quite enough. &lt;br /&gt;
[[User:Shadok|Shadok]] 00:47, 21 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Shadok&amp;diff=23141</id>
		<title>User talk:Shadok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Shadok&amp;diff=23141"/>
		<updated>2011-07-20T12:23:20Z</updated>

		<summary type="html">&lt;p&gt;Shadok: New page: My talk page. Please put new comments at the bottom of this page for neatness.&lt;/p&gt;
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&lt;div&gt;My talk page. Please put new comments at the bottom of this page for neatness.&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Shadok&amp;diff=23140</id>
		<title>User:Shadok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Shadok&amp;diff=23140"/>
		<updated>2011-07-20T12:19:34Z</updated>

		<summary type="html">&lt;p&gt;Shadok: New page: I have nothing of significance to write here. I've come over to Shartak from other text-based MMORPG's and hope to clean up the flaws that this game has, but which have been overlooked by ...&lt;/p&gt;
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&lt;div&gt;I have nothing of significance to write here. I've come over to Shartak from other text-based MMORPG's and hope to clean up the flaws that this game has, but which have been overlooked by those who have grown tolerant to it. I want it to be as appealing as it should be.&lt;/div&gt;</summary>
		<author><name>Shadok</name></author>
		
	</entry>
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