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		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9621</id>
		<title>Suggestions:Game mechanics</title>
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		<updated>2006-08-25T21:05:00Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Identification of strangers */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
&lt;br /&gt;
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
&lt;br /&gt;
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
&lt;br /&gt;
''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
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To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
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Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
&lt;br /&gt;
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
&lt;br /&gt;
To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
::I've been tormented by ghosts and I think that we need to capture them with cameras, forcing them to revive instead of letting them wander back into town.--[[User:Darkferret|Darkferret]] 02:33, 22 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
|&lt;br /&gt;
suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Zakano&amp;diff=8879</id>
		<title>Zakano</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Zakano&amp;diff=8879"/>
		<updated>2006-07-20T00:31:22Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
[[Shaman]] uses this page as a template for Zakano's current location. Please observe the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags closely, and do not change them unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
'''Zakano''' is a wandering [[shaman]] with no ties to any village.&lt;br /&gt;
&lt;br /&gt;
==Current sighting==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
To update the current sighting, cut and paste the existing row to &amp;quot;Previous sightings&amp;quot;, removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with &amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt; (5 tildes). &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
* &amp;lt;/noinclude&amp;gt;{{GPS|70|410|26|505}}&amp;lt;br /&amp;gt;00:31, 20 July 2006 (UTC)&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Previous sightings==&lt;br /&gt;
&amp;lt;!-- New sightings belong at the TOP of this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{GPS|70|476|26|519}}&amp;lt;br /&amp;gt;23:31, 5 July 2006 (UTC)&lt;br /&gt;
* {{GPS|70|488|26|495}}&amp;lt;br /&amp;gt;18:04, 2 July 2006 (UTC)&lt;br /&gt;
* {{GPS|70|489|26|494}}&amp;lt;br /&amp;gt;17:38, 2 July 2006 (BST)&lt;br /&gt;
* {{GPS|70|454|26|491}}&amp;lt;br /&amp;gt;18:48, 30 May 2006 (BST)&lt;br /&gt;
* {{GPS|70|446|26|453}}&amp;lt;br /&amp;gt;00:52, 22 May 2006 (BST)&lt;br /&gt;
* {{GPS|70|436|26|492}}&amp;lt;br /&amp;gt;00:44, 19 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
{{Shamansnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Shamans]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_South_Shartak_Trading_Company&amp;diff=8870</id>
		<title>The South Shartak Trading Company</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_South_Shartak_Trading_Company&amp;diff=8870"/>
		<updated>2006-07-19T17:36:01Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Most Wanted List */ changed abbrev to TSSTC... not particularly crucial, but...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The South Shartak Trading Company|&lt;br /&gt;
official_id=7|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:sstc28hr.png]]|&lt;br /&gt;
clan_abbrev=TSSTC|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1561 Jack W Spalding]|&lt;br /&gt;
clan_membership=6 so far|&lt;br /&gt;
clan_goals=To provide items to villages and towns which are normally unavailable.|&lt;br /&gt;
clan_recruit=Outsiders, natives and pirates welcome, but must adhere to our code of conduct.|&lt;br /&gt;
clan_contact=[http://shartak.forumsplace.com/message47.html TSSTC's Forum Topic]|&lt;br /&gt;
sort_as=South Shartak Trading Company, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
To the newly arrived and the longly settled alike: &lt;br /&gt;
&lt;br /&gt;
You have come to this brave new world seeking your fortune, your adventure, or just your livelihood, and one can think of no braver undertaking than to conquor this uncharted wilderness. But with it comes the promise of fortunes great and exotic, as well as the need for items both mundane and essential. Where there is human civilization, there will always be trade, and to that, we aim to accomodate. &lt;br /&gt;
&lt;br /&gt;
As of the day of March 28th of the 1906th year of our Lord and onward, The South Shartak Trading Company has been established in the hopes of opening communications and commerce lines to all known settlements on the Island of Shartak. We facilitate in the movement of supplies from community to community in hopes making our own fortune and bettering the lives of all those on the island. I am already trying to dangerous trek from Shipwreck Beach (the home of the pirates) via Derby, then York, for trade of their valuable rums and much sought after cutlasses. Someday I hope to establish other routes to and from Shipwreck Beach, and even create trading routes between the villages of the natives and the outsiders. &lt;br /&gt;
&lt;br /&gt;
This enterprise is dangerous, but it does have alot of potential. Whom among you are brave enough to challenge the jungles and bring civilization forth? &lt;br /&gt;
&lt;br /&gt;
Then contact The South Shartak Trading Company. You may even choose your own trade route to take (at your own risk of course). There are even no deadlines... make your own pace, but since you are in it for your profit as well as the company, it is hoped that your pace will be encouraged as such.  And since we know well the dangers of the jungles, know that any nearby traders of The South Shartak Trading Company will be glad to assist. &lt;br /&gt;
&lt;br /&gt;
Sign up to become a member, and go out there to strike out your fortune!&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
Our mission is to send valuables from one village to the other, valuables that are normally inaccessible to the people therein. For the natives, that means our firearms, ammunition, alcohol, and our much coveted GPS units. The pirates have expressed their interests in widening their palate with samples of Shartak brewed beer and the use of first aid kits, while villagers thirst for exotic native wares and weapons, as well as pirate cutlasses and Salty Bob's Pirate Rum.&lt;br /&gt;
&lt;br /&gt;
It is our job to make sure these items get to these people, by finding them, then travelling to these villages and dropping them off to their trading huts.&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
Jack W Spalding is the Founder and CEO of The South Shartak Trading Company. A vice president and chief financial officer has yet to be elected.&lt;br /&gt;
&lt;br /&gt;
=Members=&lt;br /&gt;
&lt;br /&gt;
The Founding Three:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1561 Jack W Spalding] Founder and CEO, played by Lord Shade.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1860 TET] Trader and Liason Officer to the Royal Expedition, played by Tom Failur.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1196 John Chapman] Trader and Adventurer, played by Lint.&lt;br /&gt;
&lt;br /&gt;
Members of TSSTC:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1987 Tycho Yarr Everett] Trading System Innovator, played by [[User:Tycho44|Tycho44]].&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=3776 Songa] Trader and Adventurer, played by [[User:Black Joe|Black Joe]].&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2808 Bain] Native Merchant, played by [[User:Kripcat|Kripcat]].&lt;br /&gt;
&lt;br /&gt;
=Organizations in Good Stead=&lt;br /&gt;
&lt;br /&gt;
These are the following groups that I consider good friends of The South Shartak Trading Company:&lt;br /&gt;
&lt;br /&gt;
The [[Civilized Highway Society]] for their contribution to Shartak's road and trade network. For their colossal efforts, any member of The South Shartak Trading Company is authorized to aide this organization in any way it can. That includes mapping information and road construction.&lt;br /&gt;
&lt;br /&gt;
The [[Colonial Police]] for trying to keep the peace in York. I hope they soon expand to the other villages. It's getting rough out there, so give them your support.&lt;br /&gt;
&lt;br /&gt;
=Our Code of Conduct=&lt;br /&gt;
We have a few simple rules to live by:&lt;br /&gt;
&lt;br /&gt;
1). Natives, outsiders and pirates are to be treated equally. They are all business partners to us, and therefore must be regarded with impartiality.&lt;br /&gt;
&lt;br /&gt;
2). Do not go attacking other people unless provoked. For example, if you are an outsider that spots a native, do not proceed to take its life. But if it attacks you, the company authorizes you to use lethal force.&lt;br /&gt;
&lt;br /&gt;
3). Shamans are our friends. Leave them be.&lt;br /&gt;
&lt;br /&gt;
4). Traders are essential to business. Leave them be.&lt;br /&gt;
&lt;br /&gt;
5). Do not try to embroil The South Shartak Trading Company into any trade wars by provoking any responses from hostile parties. We do not start wars, only finish them. So lets not try to start another Opium War, ok?&lt;br /&gt;
&lt;br /&gt;
=WANTED!=&lt;br /&gt;
&lt;br /&gt;
Heavy sword. Information to wherabouts or to the item itself. Name your price. Arrange a time for pickup. Nobody can find the *&amp;amp;@#ing thing, and I'd give anything for it.&lt;br /&gt;
&lt;br /&gt;
Well, almost anything.&lt;br /&gt;
&lt;br /&gt;
'''There is a reward of 350 gp for those that can give proof and deliver to any agent of The South Shartak Trading Company one heavy sword.''' Payment is always after delivery, and it will be our reputation on the line if anyone gets conned by us.&lt;br /&gt;
&lt;br /&gt;
The trader's huts are always looking for goods. GPS's, driftwood, boozes, weapons, anything useful. Drop them off at your local trader's hut.&lt;br /&gt;
&lt;br /&gt;
=Most Wanted List=&lt;br /&gt;
&lt;br /&gt;
These are troublemakers that have been caught attacking and/or killing TSSTC members. All members of the list are not removed and always hunted down unless the offender is humbled down and apologizes for any actions taken.&lt;br /&gt;
&lt;br /&gt;
Those outside TSSTC who want to make a little extra cash, send in your proof of the kill and we will give you 10 gp per head.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1871 Ranib] At large.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1553 Stoertebecker] Mercifully executed by the Colonial Police.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=858 73h m4k0] Killed in an attempt to murder a merchant of TSSTC.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1735 Isolation] Killed Jack W Spalding at Derby&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2516 Zombilicious871] Keeps killing TSSTC members. Repeat offender. Don't know why. Only want him dead.&lt;br /&gt;
&lt;br /&gt;
=OOC Policy=&lt;br /&gt;
It is asked that only members of The South Shartak Trading Company are allowed to edit this page, and anyone outside of this group doing so shall and will be accused of Wiki sabotage. Thank you.&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_South_Shartak_Trading_Company&amp;diff=8869</id>
		<title>The South Shartak Trading Company</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_South_Shartak_Trading_Company&amp;diff=8869"/>
		<updated>2006-07-19T17:35:07Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: hmm, if we've got The in our clan name, we should have TSSTC as our abbreviation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The South Shartak Trading Company|&lt;br /&gt;
official_id=7|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:sstc28hr.png]]|&lt;br /&gt;
clan_abbrev=TSSTC|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1561 Jack W Spalding]|&lt;br /&gt;
clan_membership=6 so far|&lt;br /&gt;
clan_goals=To provide items to villages and towns which are normally unavailable.|&lt;br /&gt;
clan_recruit=Outsiders, natives and pirates welcome, but must adhere to our code of conduct.|&lt;br /&gt;
clan_contact=[http://shartak.forumsplace.com/message47.html TSSTC's Forum Topic]|&lt;br /&gt;
sort_as=South Shartak Trading Company, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
To the newly arrived and the longly settled alike: &lt;br /&gt;
&lt;br /&gt;
You have come to this brave new world seeking your fortune, your adventure, or just your livelihood, and one can think of no braver undertaking than to conquor this uncharted wilderness. But with it comes the promise of fortunes great and exotic, as well as the need for items both mundane and essential. Where there is human civilization, there will always be trade, and to that, we aim to accomodate. &lt;br /&gt;
&lt;br /&gt;
As of the day of March 28th of the 1906th year of our Lord and onward, The South Shartak Trading Company has been established in the hopes of opening communications and commerce lines to all known settlements on the Island of Shartak. We facilitate in the movement of supplies from community to community in hopes making our own fortune and bettering the lives of all those on the island. I am already trying to dangerous trek from Shipwreck Beach (the home of the pirates) via Derby, then York, for trade of their valuable rums and much sought after cutlasses. Someday I hope to establish other routes to and from Shipwreck Beach, and even create trading routes between the villages of the natives and the outsiders. &lt;br /&gt;
&lt;br /&gt;
This enterprise is dangerous, but it does have alot of potential. Whom among you are brave enough to challenge the jungles and bring civilization forth? &lt;br /&gt;
&lt;br /&gt;
Then contact The South Shartak Trading Company. You may even choose your own trade route to take (at your own risk of course). There are even no deadlines... make your own pace, but since you are in it for your profit as well as the company, it is hoped that your pace will be encouraged as such.  And since we know well the dangers of the jungles, know that any nearby traders of The South Shartak Trading Company will be glad to assist. &lt;br /&gt;
&lt;br /&gt;
Sign up to become a member, and go out there to strike out your fortune!&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
Our mission is to send valuables from one village to the other, valuables that are normally inaccessible to the people therein. For the natives, that means our firearms, ammunition, alcohol, and our much coveted GPS units. The pirates have expressed their interests in widening their palate with samples of Shartak brewed beer and the use of first aid kits, while villagers thirst for exotic native wares and weapons, as well as pirate cutlasses and Salty Bob's Pirate Rum.&lt;br /&gt;
&lt;br /&gt;
It is our job to make sure these items get to these people, by finding them, then travelling to these villages and dropping them off to their trading huts.&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
Jack W Spalding is the Founder and CEO of The South Shartak Trading Company. A vice president and chief financial officer has yet to be elected.&lt;br /&gt;
&lt;br /&gt;
=Members=&lt;br /&gt;
&lt;br /&gt;
The Founding Three:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1561 Jack W Spalding] Founder and CEO, played by Lord Shade.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1860 TET] Trader and Liason Officer to the Royal Expedition, played by Tom Failur.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1196 John Chapman] Trader and Adventurer, played by Lint.&lt;br /&gt;
&lt;br /&gt;
Members of TSSTC:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1987 Tycho Yarr Everett] Trading System Innovator, played by [[User:Tycho44|Tycho44]].&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=3776 Songa] Trader and Adventurer, played by [[User:Black Joe|Black Joe]].&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2808 Bain] Native Merchant, played by [[User:Kripcat|Kripcat]].&lt;br /&gt;
&lt;br /&gt;
=Organizations in Good Stead=&lt;br /&gt;
&lt;br /&gt;
These are the following groups that I consider good friends of The South Shartak Trading Company:&lt;br /&gt;
&lt;br /&gt;
The [[Civilized Highway Society]] for their contribution to Shartak's road and trade network. For their colossal efforts, any member of The South Shartak Trading Company is authorized to aide this organization in any way it can. That includes mapping information and road construction.&lt;br /&gt;
&lt;br /&gt;
The [[Colonial Police]] for trying to keep the peace in York. I hope they soon expand to the other villages. It's getting rough out there, so give them your support.&lt;br /&gt;
&lt;br /&gt;
=Our Code of Conduct=&lt;br /&gt;
We have a few simple rules to live by:&lt;br /&gt;
&lt;br /&gt;
1). Natives, outsiders and pirates are to be treated equally. They are all business partners to us, and therefore must be regarded with impartiality.&lt;br /&gt;
&lt;br /&gt;
2). Do not go attacking other people unless provoked. For example, if you are an outsider that spots a native, do not proceed to take its life. But if it attacks you, the company authorizes you to use lethal force.&lt;br /&gt;
&lt;br /&gt;
3). Shamans are our friends. Leave them be.&lt;br /&gt;
&lt;br /&gt;
4). Traders are essential to business. Leave them be.&lt;br /&gt;
&lt;br /&gt;
5). Do not try to embroil The South Shartak Trading Company into any trade wars by provoking any responses from hostile parties. We do not start wars, only finish them. So lets not try to start another Opium War, ok?&lt;br /&gt;
&lt;br /&gt;
=WANTED!=&lt;br /&gt;
&lt;br /&gt;
Heavy sword. Information to wherabouts or to the item itself. Name your price. Arrange a time for pickup. Nobody can find the *&amp;amp;@#ing thing, and I'd give anything for it.&lt;br /&gt;
&lt;br /&gt;
Well, almost anything.&lt;br /&gt;
&lt;br /&gt;
'''There is a reward of 350 gp for those that can give proof and deliver to any agent of The South Shartak Trading Company one heavy sword.''' Payment is always after delivery, and it will be our reputation on the line if anyone gets conned by us.&lt;br /&gt;
&lt;br /&gt;
The trader's huts are always looking for goods. GPS's, driftwood, boozes, weapons, anything useful. Drop them off at your local trader's hut.&lt;br /&gt;
&lt;br /&gt;
=Most Wanted List=&lt;br /&gt;
&lt;br /&gt;
These are troublemakers that have been caught attacking and/or killing SSTC members. All members of the list are not removed and always hunted down unless the offender is humbled down and apologizes for any actions taken.&lt;br /&gt;
&lt;br /&gt;
Those outside TSSTC who want to make a little extra cash, send in your proof of the kill and we will give you 10 gp per head.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1871 Ranib] At large.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1553 Stoertebecker] Mercifully executed by the Colonial Police.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=858 73h m4k0] Killed in an attempt to murder a merchant of TSSTC.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1735 Isolation] Killed Jack W Spalding at Derby&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2516 Zombilicious871] Keeps killing SSTC members. Repeat offender. Don't know why. Only want him dead.&lt;br /&gt;
&lt;br /&gt;
=OOC Policy=&lt;br /&gt;
It is asked that only members of The South Shartak Trading Company are allowed to edit this page, and anyone outside of this group doing so shall and will be accused of Wiki sabotage. Thank you.&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_South_Shartak_Trading_Company&amp;diff=8868</id>
		<title>The South Shartak Trading Company</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_South_Shartak_Trading_Company&amp;diff=8868"/>
		<updated>2006-07-19T17:34:06Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The South Shartak Trading Company|&lt;br /&gt;
official_id=7|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:sstc28hr.png]]|&lt;br /&gt;
clan_abbrev=SSTC|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1561 Jack W Spalding]|&lt;br /&gt;
clan_membership=6 so far|&lt;br /&gt;
clan_goals=To provide items to villages and towns which are normally unavailable.|&lt;br /&gt;
clan_recruit=Outsiders, natives and pirates welcome, but must adhere to our code of conduct.|&lt;br /&gt;
clan_contact=[http://shartak.forumsplace.com/message47.html SSTC's Forum Topic]|&lt;br /&gt;
sort_as=South Shartak Trading Company, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
To the newly arrived and the longly settled alike: &lt;br /&gt;
&lt;br /&gt;
You have come to this brave new world seeking your fortune, your adventure, or just your livelihood, and one can think of no braver undertaking than to conquor this uncharted wilderness. But with it comes the promise of fortunes great and exotic, as well as the need for items both mundane and essential. Where there is human civilization, there will always be trade, and to that, we aim to accomodate. &lt;br /&gt;
&lt;br /&gt;
As of the day of March 28th of the 1906th year of our Lord and onward, The South Shartak Trading Company has been established in the hopes of opening communications and commerce lines to all known settlements on the Island of Shartak. We facilitate in the movement of supplies from community to community in hopes making our own fortune and bettering the lives of all those on the island. I am already trying to dangerous trek from Shipwreck Beach (the home of the pirates) via Derby, then York, for trade of their valuable rums and much sought after cutlasses. Someday I hope to establish other routes to and from Shipwreck Beach, and even create trading routes between the villages of the natives and the outsiders. &lt;br /&gt;
&lt;br /&gt;
This enterprise is dangerous, but it does have alot of potential. Whom among you are brave enough to challenge the jungles and bring civilization forth? &lt;br /&gt;
&lt;br /&gt;
Then contact The South Shartak Trading Company. You may even choose your own trade route to take (at your own risk of course). There are even no deadlines... make your own pace, but since you are in it for your profit as well as the company, it is hoped that your pace will be encouraged as such.  And since we know well the dangers of the jungles, know that any nearby traders of The South Shartak Trading Company will be glad to assist. &lt;br /&gt;
&lt;br /&gt;
Sign up to become a member, and go out there to strike out your fortune!&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
Our mission is to send valuables from one village to the other, valuables that are normally inaccessible to the people therein. For the natives, that means our firearms, ammunition, alcohol, and our much coveted GPS units. The pirates have expressed their interests in widening their palate with samples of Shartak brewed beer and the use of first aid kits, while villagers thirst for exotic native wares and weapons, as well as pirate cutlasses and Salty Bob's Pirate Rum.&lt;br /&gt;
&lt;br /&gt;
It is our job to make sure these items get to these people, by finding them, then travelling to these villages and dropping them off to their trading huts.&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
Jack W Spalding is the Founder and CEO of The South Shartak Trading Company. A vice president and chief financial officer has yet to be elected.&lt;br /&gt;
&lt;br /&gt;
=Members=&lt;br /&gt;
&lt;br /&gt;
The Founding Three:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1561 Jack W Spalding] Founder and CEO, played by Lord Shade.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1860 TET] Trader and Liason Officer to the Royal Expedition, played by Tom Failur.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1196 John Chapman] Trader and Adventurer, played by Lint.&lt;br /&gt;
&lt;br /&gt;
Members of TSSTC:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1987 Tycho Yarr Everett] Trading System Innovator, played by [[User:Tycho44|Tycho44]].&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=3776 Songa] Trader and Adventurer, played by [[User:Black Joe|Black Joe]].&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2808 Bain] Native Merchant, played by [[User:Kripcat|Kripcat]].&lt;br /&gt;
&lt;br /&gt;
=Organizations in Good Stead=&lt;br /&gt;
&lt;br /&gt;
These are the following groups that I consider good friends of The South Shartak Trading Company:&lt;br /&gt;
&lt;br /&gt;
The [[Civilized Highway Society]] for their contribution to Shartak's road and trade network. For their colossal efforts, any member of The South Shartak Trading Company is authorized to aide this organization in any way it can. That includes mapping information and road construction.&lt;br /&gt;
&lt;br /&gt;
The [[Colonial Police]] for trying to keep the peace in York. I hope they soon expand to the other villages. It's getting rough out there, so give them your support.&lt;br /&gt;
&lt;br /&gt;
=Our Code of Conduct=&lt;br /&gt;
We have a few simple rules to live by:&lt;br /&gt;
&lt;br /&gt;
1). Natives, outsiders and pirates are to be treated equally. They are all business partners to us, and therefore must be regarded with impartiality.&lt;br /&gt;
&lt;br /&gt;
2). Do not go attacking other people unless provoked. For example, if you are an outsider that spots a native, do not proceed to take its life. But if it attacks you, the company authorizes you to use lethal force.&lt;br /&gt;
&lt;br /&gt;
3). Shamans are our friends. Leave them be.&lt;br /&gt;
&lt;br /&gt;
4). Traders are essential to business. Leave them be.&lt;br /&gt;
&lt;br /&gt;
5). Do not try to embroil The South Shartak Trading Company into any trade wars by provoking any responses from hostile parties. We do not start wars, only finish them. So lets not try to start another Opium War, ok?&lt;br /&gt;
&lt;br /&gt;
=WANTED!=&lt;br /&gt;
&lt;br /&gt;
Heavy sword. Information to wherabouts or to the item itself. Name your price. Arrange a time for pickup. Nobody can find the *&amp;amp;@#ing thing, and I'd give anything for it.&lt;br /&gt;
&lt;br /&gt;
Well, almost anything.&lt;br /&gt;
&lt;br /&gt;
'''There is a reward of 350 gp for those that can give proof and deliver to any agent of The South Shartak Trading Company one heavy sword.''' Payment is always after delivery, and it will be our reputation on the line if anyone gets conned by us.&lt;br /&gt;
&lt;br /&gt;
The trader's huts are always looking for goods. GPS's, driftwood, boozes, weapons, anything useful. Drop them off at your local trader's hut.&lt;br /&gt;
&lt;br /&gt;
=Most Wanted List=&lt;br /&gt;
&lt;br /&gt;
These are troublemakers that have been caught attacking and/or killing SSTC members. All members of the list are not removed and always hunted down unless the offender is humbled down and apologizes for any actions taken.&lt;br /&gt;
&lt;br /&gt;
Those outside TSSTC who want to make a little extra cash, send in your proof of the kill and we will give you 10 gp per head.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1871 Ranib] At large.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1553 Stoertebecker] Mercifully executed by the Colonial Police.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=858 73h m4k0] Killed in an attempt to murder a merchant of the SSTC.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1735 Isolation] Killed Jack W Spalding at Derby&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2516 Zombilicious871] Keeps killing SSTC members. Repeat offender. Don't know why. Only want him dead.&lt;br /&gt;
&lt;br /&gt;
=OOC Policy=&lt;br /&gt;
It is asked that only members of The South Shartak Trading Company are allowed to edit this page, and anyone outside of this group doing so shall and will be accused of Wiki sabotage. Thank you.&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_South_Shartak_Trading_Company&amp;diff=8867</id>
		<title>The South Shartak Trading Company</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_South_Shartak_Trading_Company&amp;diff=8867"/>
		<updated>2006-07-19T17:33:02Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The South Shartak Trading Company|&lt;br /&gt;
official_id=7|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:sstc28hr.png]]|&lt;br /&gt;
clan_abbrev=SSTC|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1561 Jack W Spalding]|&lt;br /&gt;
clan_membership=6 so far|&lt;br /&gt;
clan_goals=To provide items to villages and towns which are normally unavailable.|&lt;br /&gt;
clan_recruit=Outsiders, natives and pirates welcome, but must adhere to our code of conduct.|&lt;br /&gt;
clan_contact=[http://shartak.forumsplace.com/message47.html SSTC's Forum Topic]|&lt;br /&gt;
sort_as=South Shartak Trading Company, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
To the newly arrived and the longly settled alike: &lt;br /&gt;
&lt;br /&gt;
You have come to this brave new world seeking your fortune, your adventure, or just your livelihood, and one can think of no braver undertaking than to conquor this uncharted wilderness. But with it comes the promise of fortunes great and exotic, as well as the need for items both mundane and essential. Where there is human civilization, there will always be trade, and to that, we aim to accomodate. &lt;br /&gt;
&lt;br /&gt;
As of the day of March 28th of the 1906th year of our Lord and onward, The South Shartak Trading Company has been established in the hopes of opening communications and commerce lines to all known settlements on the Island of Shartak. We facilitate in the movement of supplies from community to community in hopes making our own fortune and bettering the lives of all those on the island. I am already trying to dangerous trek from Shipwreck Beach (the home of the pirates) via Derby, then York, for trade of their valuable rums and much sought after cutlasses. Someday I hope to establish other routes to and from Shipwreck Beach, and even create trading routes between the villages of the natives and the outsiders. &lt;br /&gt;
&lt;br /&gt;
This enterprise is dangerous, but it does have alot of potential. Whom among you are brave enough to challenge the jungles and bring civilization forth? &lt;br /&gt;
&lt;br /&gt;
Then contact The South Shartak Trading Company. You may even choose your own trade route to take (at your own risk of course). There are even no deadlines... make your own pace, but since you are in it for your profit as well as the company, it is hoped that your pace will be encouraged as such.  And since we know well the dangers of the jungles, know that any nearby traders of The South Shartak Trading Company will be glad to assist. &lt;br /&gt;
&lt;br /&gt;
Sign up to become a member, and go out there to strike out your fortune!&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
Our mission is to send valuables from one village to the other, valuables that are normally inaccessible to the people therein. For the natives, that means our firearms, ammunition, alcohol, and our much coveted GPS units. The pirates have expressed their interests in widening their palate with samples of Shartak brewed beer and the use of first aid kits, while villagers thirst for exotic native wares and weapons, as well as pirate cutlasses and Salty Bob's Pirate Rum.&lt;br /&gt;
&lt;br /&gt;
It is our job to make sure these items get to these people, by finding them, then travelling to these villages and dropping them off to their trading huts.&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
Jack W Spalding is the Founder and CEO of The South Shartak Trading Company. A vice president and chief financial officer has yet to be elected.&lt;br /&gt;
&lt;br /&gt;
=Members=&lt;br /&gt;
&lt;br /&gt;
The Founding Three:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1561 Jack W Spalding] Founder and CEO, played by Lord Shade.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1860 TET] Trader and Liason Officer to the Royal Expedition, played by Tom Failur.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1196 John Chapman] Trader and Adventurer, played by Lint.&lt;br /&gt;
&lt;br /&gt;
Members of TSSTC:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1987 Tycho Yarr Everett] Trading System Innovator, played by [[User:Tycho44|Tycho44]].&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=3776 Songa] Trader and Adventurer, played by [[User:Black Joe|Black Joe]].&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2808 Bain] Native Merchant, played by [[User:Kripcat|Kripcat]].&lt;br /&gt;
&lt;br /&gt;
=Organizations in Good Stead=&lt;br /&gt;
&lt;br /&gt;
These are the following groups that I consider good friends of The South Shartak Trading Company:&lt;br /&gt;
&lt;br /&gt;
The [[Civilized Highway Society]] for their contribution to Shartak's road and trade network. For their colossal efforts, any member of The South Shartak Trading Company is authorized to aide this organization in any way it can. That includes mapping information and road construction.&lt;br /&gt;
&lt;br /&gt;
The [[Colonial Police]] for trying to keep the peace in York. I hope they soon expand to the other villages. It's getting rough out there, so give them your support.&lt;br /&gt;
&lt;br /&gt;
=Our Code of Conduct=&lt;br /&gt;
We have a few simple rules to live by:&lt;br /&gt;
&lt;br /&gt;
1). Natives, outsiders and pirates are to be treated equally. They are all business partners to us, and therefore must be regarded with impartiality.&lt;br /&gt;
&lt;br /&gt;
2). Do not go attacking other people unless provoked. For example, if you are an outsider that spots a native, do not proceed to take its life. But if it attacks you, the company authorizes you to use lethal force.&lt;br /&gt;
&lt;br /&gt;
3). Shamans are our friends. Leave them be.&lt;br /&gt;
&lt;br /&gt;
4). Traders are essential to business. Leave them be.&lt;br /&gt;
&lt;br /&gt;
5). Do not try to embroil The South Shartak Trading Company into any trade wars by provoking any responses from hostile parties. We do not start wars, only finish them. So lets not try to start another Opium War, ok?&lt;br /&gt;
&lt;br /&gt;
=WANTED!=&lt;br /&gt;
&lt;br /&gt;
Heavy sword. Information to wherabouts or to the item itself. Name your price. Arrange a time for pickup. Nobody can find the *&amp;amp;@#ing thing, and I'd give anything for it.&lt;br /&gt;
&lt;br /&gt;
Well, almost anything.&lt;br /&gt;
&lt;br /&gt;
'''There is a reward of 200 gp for those that can give proof and deliver to any agent of The South Shartak Trading Company one heavy sword.''' Payment is always after delivery, and it will be our reputation on the line if anyone gets conned by us.&lt;br /&gt;
&lt;br /&gt;
The trader's huts are always looking for goods. GPS's, driftwood, boozes, weapons, anything useful. Drop them off at your local trader's hut.&lt;br /&gt;
&lt;br /&gt;
=Most Wanted List=&lt;br /&gt;
&lt;br /&gt;
These are troublemakers that have been caught attacking and/or killing SSTC members. All members of the list are not removed and always hunted down unless the offender is humbled down and apologizes for any actions taken.&lt;br /&gt;
&lt;br /&gt;
Those outside the SSTC who want to make a little extra cash, send in your proof of the kill and we will give you 10 gp per head.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1871 Ranib] At large.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1553 Stoertebecker] Mercifully executed by the Colonial Police.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=858 73h m4k0] Killed in an attempt to murder a merchant of the SSTC.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=1735 Isolation] Killed Jack W Spalding at Derby&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2516 Zombilicious871] Keeps killing SSTC members. Repeat offender. Don't know why. Only want him dead.&lt;br /&gt;
&lt;br /&gt;
=OOC Policy=&lt;br /&gt;
It is asked that only members of The South Shartak Trading Company are allowed to edit this page, and anyone outside of this group doing so shall and will be accused of Wiki sabotage. Thank you.&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=8866</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=8866"/>
		<updated>2006-07-19T17:30:08Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Give explorers/scouts their own tracking skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Skills}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
 &lt;br /&gt;
''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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}}&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
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house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
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&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
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[x] 1. Pirate ship&lt;br /&gt;
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[x] 2. Swarthy attitude&lt;br /&gt;
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[x] 3. Pirate lingo&lt;br /&gt;
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[x] 4. Murder&lt;br /&gt;
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[ ] 5. Plunder&lt;br /&gt;
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Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
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Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
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So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
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This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
}}&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
&lt;br /&gt;
suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Emergency medicine===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist|&lt;br /&gt;
suggest_description=At the moment, scientists have no significant advantages.  They start with 10 gold coins which, while it's nothing to sneeze at, doesn't really fit with their name.  Perhaps they could learn a skill that allowed them to heal without the use of a first aid kit.  First aid would be a prerequisite.  However, the skill would not allow them to heal as many HP as using an FAK would.  For example, they might only heal 2-5 HP.  This would allow scientists to wander in the jungle for long periods of time without resupplying, giving them a real advantage over other classes. However, using an FAK would still heal more and allow more XP per AP, so FAK's would not become obsolete. Would this be difficult to code?|&lt;br /&gt;
suggest_time=08:47, 11 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=8865</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=8865"/>
		<updated>2006-07-19T17:23:11Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Ruins complexes (one or more buildings with multi-space interiors) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp, and beaches. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
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=== Fruit trees and bushes ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Tree.gif]]&amp;lt;/div&amp;gt;The in-game icon for&amp;lt;br /&amp;gt;fruit trees and bushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries. &lt;br /&gt;
&lt;br /&gt;
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452], [-70.501,+26.502], [-70.362,+26.387], [-70.435,+26.409], [-70.408,+26.453], [-70.394,+26.443], [-70.394,+26.444], [-70.368,+26.371]&lt;br /&gt;
&lt;br /&gt;
==== Mango tree ====&lt;br /&gt;
&lt;br /&gt;
Searching provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376], [-70.450,+26.408], [-70.384,+26.437], [-70.383,+26.439], [-70.368,+26.385]&lt;br /&gt;
&lt;br /&gt;
==== Banana tree ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377], [-70.318,+26.452]&lt;br /&gt;
&lt;br /&gt;
==== Unknown trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.401,+26.502], [-70.435,+26.486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392], [-70.362,+26.384], [-70.371,+26.386], [-70.371,+26.398], [-70.375,+26.400], [-70.371,+26.410], [-70.223,+26.413], [-70.222,+26.402], [-70.213,+26.407], [-70.211,+26.405], [-70.212,+26.400], [-70.232,+26.385], [-70.233,+26.383], [-70.223,+26.386], [-70.221,+26.386]&lt;br /&gt;
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&lt;br /&gt;
=== Huts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 40px&amp;quot;&amp;gt;[[Image:Hut.gif]]&amp;lt;/div&amp;gt;The in-game hut icon.&lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
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&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== Ruins complexes (one or more buildings with multi-space interiors) ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems. &lt;br /&gt;
&lt;br /&gt;
==== Jail complex (near Durham) ====&lt;br /&gt;
Five ruined building entrances are centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. To reach this complex, travel 30 paces north and 20 paces west from the north side of Durham. This ruin complex contains a one-space jail, a two-space armoury, and a two-space hall. &lt;br /&gt;
&lt;br /&gt;
==== Temple complex (near Shipwreck) ====&lt;br /&gt;
At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple populated by monkeys, stalked by elephants, and haunted by spirits. This ruin consists of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Simple ruins ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
==== River ruins (bi-hut near York) ====&lt;br /&gt;
A two-hut ruin is located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]].  &lt;br /&gt;
&lt;br /&gt;
==== River-eastside ruins (bi-hut between Raktam/York) ====&lt;br /&gt;
A two-hut ruin is located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]].  &lt;br /&gt;
&lt;br /&gt;
==== Durham-road ruins (tri-hut between Durham/York) ====&lt;br /&gt;
A three-hut ruin is located at {{GPS|70|490|26|365}} near the road from [[Durham]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Derby-road ruins (tri-hut between Derby/York) ====&lt;br /&gt;
A three-hut ruin is located at {{GPS|70|111|26|378}} near the road from [[Derby]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Mountain-northside ruins (tri-hut between Dalpok/Raktam) ====&lt;br /&gt;
A three-hut ruin is located at {{GPS|70|391|26|480}} a few paces north of the mountain between [[Dalpok]] and [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Raktam ruins (tri-hut near Raktam) ====&lt;br /&gt;
A three-hut ruin is located at {{GPS|70|322|26|492}} north of [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Durham-west ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruin is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from [[Durham]]'s shaman.  &lt;br /&gt;
&lt;br /&gt;
==== Durham-lake-northeast ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruin is located at {{GPS|70|605|26|374}} northeast of [[Durham]] (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). &lt;br /&gt;
&lt;br /&gt;
==== Northwest-peninsula ruins (multi-hut near Shipwreck) ====&lt;br /&gt;
A simple ruin is located at {{GPS|70|594|26|519}} to the far west of the [[shipwreck]] peninsula. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Signposts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 40px&amp;quot;&amp;gt;[[Image:Sign.gif]]&amp;lt;/div&amp;gt;The in-game &amp;lt;br /&amp;gt;signpost icon.&lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Signpost]]''&lt;br /&gt;
A signpost is a player-built detail that can be constructed using two pieces of [[driftwood]]. Signposts can be attacked and destroyed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=8864</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=8864"/>
		<updated>2006-07-19T17:19:38Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp, and beaches. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fruit trees and bushes ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Tree.gif]]&amp;lt;/div&amp;gt;The in-game icon for&amp;lt;br /&amp;gt;fruit trees and bushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries. &lt;br /&gt;
&lt;br /&gt;
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452], [-70.501,+26.502], [-70.362,+26.387], [-70.435,+26.409], [-70.408,+26.453], [-70.394,+26.443], [-70.394,+26.444], [-70.368,+26.371]&lt;br /&gt;
&lt;br /&gt;
==== Mango tree ====&lt;br /&gt;
&lt;br /&gt;
Searching provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376], [-70.450,+26.408], [-70.384,+26.437], [-70.383,+26.439], [-70.368,+26.385]&lt;br /&gt;
&lt;br /&gt;
==== Banana tree ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377], [-70.318,+26.452]&lt;br /&gt;
&lt;br /&gt;
==== Unknown trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.401,+26.502], [-70.435,+26.486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392], [-70.362,+26.384], [-70.371,+26.386], [-70.371,+26.398], [-70.375,+26.400], [-70.371,+26.410], [-70.223,+26.413], [-70.222,+26.402], [-70.213,+26.407], [-70.211,+26.405], [-70.212,+26.400], [-70.232,+26.385], [-70.233,+26.383], [-70.223,+26.386], [-70.221,+26.386]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Huts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 40px&amp;quot;&amp;gt;[[Image:Hut.gif]]&amp;lt;/div&amp;gt;The in-game hut icon.&lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ruins complexes (one or more buildings with multi-space interiors) ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems. &lt;br /&gt;
&lt;br /&gt;
==== Jail complex (near Durham) ====&lt;br /&gt;
Five ruined building entrances centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. There is a jail, a two-space armoury, and a two-space hall. &lt;br /&gt;
&lt;br /&gt;
==== Temple complex (near Shipwreck) ====&lt;br /&gt;
At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple which is populated by monkeys, stalked by elephants, and haunted by spirits. These ruins consist of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Simple ruins ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
==== River ruins (bi-hut near York) ====&lt;br /&gt;
A two-hut ruin is located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]].  &lt;br /&gt;
&lt;br /&gt;
==== River-eastside ruins (bi-hut between Raktam/York) ====&lt;br /&gt;
A two-hut ruin is located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]].  &lt;br /&gt;
&lt;br /&gt;
==== Durham-road ruins (tri-hut between Durham/York) ====&lt;br /&gt;
A three-hut ruin is located at {{GPS|70|490|26|365}} near the road from [[Durham]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Derby-road ruins (tri-hut between Derby/York) ====&lt;br /&gt;
A three-hut ruin is located at {{GPS|70|111|26|378}} near the road from [[Derby]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Mountain-northside ruins (tri-hut between Dalpok/Raktam) ====&lt;br /&gt;
A three-hut ruin is located at {{GPS|70|391|26|480}} a few paces north of the mountain between [[Dalpok]] and [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Raktam ruins (tri-hut near Raktam) ====&lt;br /&gt;
A three-hut ruin is located at {{GPS|70|322|26|492}} north of [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Durham-west ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruin is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from [[Durham]]'s shaman.  &lt;br /&gt;
&lt;br /&gt;
==== Durham-lake-northeast ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruin is located at {{GPS|70|605|26|374}} northeast of [[Durham]] (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). &lt;br /&gt;
&lt;br /&gt;
==== Northwest-peninsula ruins (multi-hut near Shipwreck) ====&lt;br /&gt;
A simple ruin is located at {{GPS|70|594|26|519}} to the far west of the [[shipwreck]] peninsula. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Signposts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 40px&amp;quot;&amp;gt;[[Image:Sign.gif]]&amp;lt;/div&amp;gt;The in-game &amp;lt;br /&amp;gt;signpost icon.&lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Signpost]]''&lt;br /&gt;
A signpost is a player-built detail that can be constructed using two pieces of [[driftwood]]. Signposts can be attacked and destroyed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=8863</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=8863"/>
		<updated>2006-07-19T17:16:40Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Details */ signpost detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp, and beaches. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fruit trees and bushes ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Tree.gif]]&amp;lt;/div&amp;gt;The in-game icon for&amp;lt;br /&amp;gt;fruit trees and bushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries. &lt;br /&gt;
&lt;br /&gt;
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452], [-70.501,+26.502], [-70.362,+26.387], [-70.435,+26.409], [-70.408,+26.453], [-70.394,+26.443], [-70.394,+26.444], [-70.368,+26.371]&lt;br /&gt;
&lt;br /&gt;
==== Mango tree ====&lt;br /&gt;
&lt;br /&gt;
Searching provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376], [-70.450,+26.408], [-70.384,+26.437], [-70.383,+26.439], [-70.368,+26.385]&lt;br /&gt;
&lt;br /&gt;
==== Banana tree ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377], [-70.318,+26.452]&lt;br /&gt;
&lt;br /&gt;
==== Unknown trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.401,+26.502], [-70.435,+26.486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392], [-70.362,+26.384], [-70.371,+26.386], [-70.371,+26.398], [-70.375,+26.400], [-70.371,+26.410], [-70.223,+26.413], [-70.222,+26.402], [-70.213,+26.407], [-70.211,+26.405], [-70.212,+26.400], [-70.232,+26.385], [-70.233,+26.383], [-70.223,+26.386], [-70.221,+26.386]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Huts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 40px&amp;quot;&amp;gt;[[Image:Hut.gif]]&amp;lt;/div&amp;gt;The in-game hut icon.&lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ruins complexes (one or more buildings with multi-space interiors) ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems. &lt;br /&gt;
&lt;br /&gt;
==== Jail complex (near Durham) ====&lt;br /&gt;
Five ruined building entrances centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. There is a jail, a two-space armoury, and a two-space hall. &lt;br /&gt;
&lt;br /&gt;
==== Temple complex (near Shipwreck) ====&lt;br /&gt;
At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple which is populated by monkeys, stalked by elephants, and haunted by spirits. These ruins consist of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Simple ruins ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
==== River ruins (bi-hut near York) ====&lt;br /&gt;
Located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== River-eastside ruins (bi-hut between Raktam/York) ====&lt;br /&gt;
Located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== Durham-road ruins (tri-hut between Durham/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|490|26|365}} near the road from [[Durham]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Derby-road ruins (tri-hut between Derby/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|111|26|378}} near the road from [[Derby]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Mountain-northside ruins (tri-hut between Dalpok/Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|391|26|480}} a few paces north of the mountain between [[Dalpok]] and [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Raktam ruins (tri-hut near Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|322|26|492}} north of [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Durham-west ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from [[Durham]]'s shaman.  &lt;br /&gt;
&lt;br /&gt;
==== Durham-lake-northeast ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|605|26|374}} northeast of [[Durham]] (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). &lt;br /&gt;
&lt;br /&gt;
==== Northwest-peninsula ruins (multi-hut near Shipwreck) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|594|26|519}} to the far west of the [[shipwreck]] peninsula. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Signposts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 40px&amp;quot;&amp;gt;[[Image:Sign.gif]]&amp;lt;/div&amp;gt;The in-game &amp;lt;br /&amp;gt;signpost icon.&lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Signpost]]''&lt;br /&gt;
A signpost is a player-built detail that can be constructed using two pieces of [[driftwood]]. Signposts can be attacked and destroyed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=8862</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=8862"/>
		<updated>2006-07-19T17:12:05Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Huts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp, and beaches. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fruit trees and bushes ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Tree.gif]]&amp;lt;/div&amp;gt;The in-game icon for&amp;lt;br /&amp;gt;fruit trees and bushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries. &lt;br /&gt;
&lt;br /&gt;
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452], [-70.501,+26.502], [-70.362,+26.387], [-70.435,+26.409], [-70.408,+26.453], [-70.394,+26.443], [-70.394,+26.444], [-70.368,+26.371]&lt;br /&gt;
&lt;br /&gt;
==== Mango tree ====&lt;br /&gt;
&lt;br /&gt;
Searching provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376], [-70.450,+26.408], [-70.384,+26.437], [-70.383,+26.439], [-70.368,+26.385]&lt;br /&gt;
&lt;br /&gt;
==== Banana tree ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377], [-70.318,+26.452]&lt;br /&gt;
&lt;br /&gt;
==== Unknown trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.401,+26.502], [-70.435,+26.486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392], [-70.362,+26.384], [-70.371,+26.386], [-70.371,+26.398], [-70.375,+26.400], [-70.371,+26.410], [-70.223,+26.413], [-70.222,+26.402], [-70.213,+26.407], [-70.211,+26.405], [-70.212,+26.400], [-70.232,+26.385], [-70.233,+26.383], [-70.223,+26.386], [-70.221,+26.386]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Huts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 40px&amp;quot;&amp;gt;[[Image:Hut.gif]]&amp;lt;/div&amp;gt;The in-game hut icon.&lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ruins complexes (one or more buildings with multi-space interiors) ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems. &lt;br /&gt;
&lt;br /&gt;
==== Jail complex (near Durham) ====&lt;br /&gt;
Five ruined building entrances centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. There is a jail, a two-space armoury, and a two-space hall. &lt;br /&gt;
&lt;br /&gt;
==== Temple complex (near Shipwreck) ====&lt;br /&gt;
At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple which is populated by monkeys, stalked by elephants, and haunted by spirits. These ruins consist of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Simple ruins ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
==== River ruins (bi-hut near York) ====&lt;br /&gt;
Located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== River-eastside ruins (bi-hut between Raktam/York) ====&lt;br /&gt;
Located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== Durham-road ruins (tri-hut between Durham/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|490|26|365}} near the road from [[Durham]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Derby-road ruins (tri-hut between Derby/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|111|26|378}} near the road from [[Derby]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Mountain-northside ruins (tri-hut between Dalpok/Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|391|26|480}} a few paces north of the mountain between [[Dalpok]] and [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Raktam ruins (tri-hut near Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|322|26|492}} north of [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Durham-west ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from [[Durham]]'s shaman.  &lt;br /&gt;
&lt;br /&gt;
==== Durham-lake-northeast ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|605|26|374}} northeast of [[Durham]] (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). &lt;br /&gt;
&lt;br /&gt;
==== Northwest-peninsula ruins (multi-hut near Shipwreck) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|594|26|519}} to the far west of the [[shipwreck]] peninsula. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=8861</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=8861"/>
		<updated>2006-07-19T17:11:17Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Simple ruins */ second appearance of cute icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp, and beaches. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fruit trees and bushes ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Tree.gif]]&amp;lt;/div&amp;gt;The in-game icon for&amp;lt;br /&amp;gt;fruit trees and bushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries. &lt;br /&gt;
&lt;br /&gt;
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452], [-70.501,+26.502], [-70.362,+26.387], [-70.435,+26.409], [-70.408,+26.453], [-70.394,+26.443], [-70.394,+26.444], [-70.368,+26.371]&lt;br /&gt;
&lt;br /&gt;
==== Mango tree ====&lt;br /&gt;
&lt;br /&gt;
Searching provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376], [-70.450,+26.408], [-70.384,+26.437], [-70.383,+26.439], [-70.368,+26.385]&lt;br /&gt;
&lt;br /&gt;
==== Banana tree ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377], [-70.318,+26.452]&lt;br /&gt;
&lt;br /&gt;
==== Unknown trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.401,+26.502], [-70.435,+26.486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392], [-70.362,+26.384], [-70.371,+26.386], [-70.371,+26.398], [-70.375,+26.400], [-70.371,+26.410], [-70.223,+26.413], [-70.222,+26.402], [-70.213,+26.407], [-70.211,+26.405], [-70.212,+26.400], [-70.232,+26.385], [-70.233,+26.383], [-70.223,+26.386], [-70.221,+26.386]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Huts ===&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ruins complexes (one or more buildings with multi-space interiors) ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems. &lt;br /&gt;
&lt;br /&gt;
==== Jail complex (near Durham) ====&lt;br /&gt;
Five ruined building entrances centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. There is a jail, a two-space armoury, and a two-space hall. &lt;br /&gt;
&lt;br /&gt;
==== Temple complex (near Shipwreck) ====&lt;br /&gt;
At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple which is populated by monkeys, stalked by elephants, and haunted by spirits. These ruins consist of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Simple ruins ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
==== River ruins (bi-hut near York) ====&lt;br /&gt;
Located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== River-eastside ruins (bi-hut between Raktam/York) ====&lt;br /&gt;
Located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== Durham-road ruins (tri-hut between Durham/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|490|26|365}} near the road from [[Durham]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Derby-road ruins (tri-hut between Derby/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|111|26|378}} near the road from [[Derby]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Mountain-northside ruins (tri-hut between Dalpok/Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|391|26|480}} a few paces north of the mountain between [[Dalpok]] and [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Raktam ruins (tri-hut near Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|322|26|492}} north of [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Durham-west ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from [[Durham]]'s shaman.  &lt;br /&gt;
&lt;br /&gt;
==== Durham-lake-northeast ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|605|26|374}} northeast of [[Durham]] (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). &lt;br /&gt;
&lt;br /&gt;
==== Northwest-peninsula ruins (multi-hut near Shipwreck) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|594|26|519}} to the far west of the [[shipwreck]] peninsula. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=8860</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=8860"/>
		<updated>2006-07-19T17:10:51Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Ruins complexes */ cute icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp, and beaches. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fruit trees and bushes ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Tree.gif]]&amp;lt;/div&amp;gt;The in-game icon for&amp;lt;br /&amp;gt;fruit trees and bushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries. &lt;br /&gt;
&lt;br /&gt;
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452], [-70.501,+26.502], [-70.362,+26.387], [-70.435,+26.409], [-70.408,+26.453], [-70.394,+26.443], [-70.394,+26.444], [-70.368,+26.371]&lt;br /&gt;
&lt;br /&gt;
==== Mango tree ====&lt;br /&gt;
&lt;br /&gt;
Searching provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376], [-70.450,+26.408], [-70.384,+26.437], [-70.383,+26.439], [-70.368,+26.385]&lt;br /&gt;
&lt;br /&gt;
==== Banana tree ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377], [-70.318,+26.452]&lt;br /&gt;
&lt;br /&gt;
==== Unknown trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.401,+26.502], [-70.435,+26.486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392], [-70.362,+26.384], [-70.371,+26.386], [-70.371,+26.398], [-70.375,+26.400], [-70.371,+26.410], [-70.223,+26.413], [-70.222,+26.402], [-70.213,+26.407], [-70.211,+26.405], [-70.212,+26.400], [-70.232,+26.385], [-70.233,+26.383], [-70.223,+26.386], [-70.221,+26.386]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Huts ===&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ruins complexes (one or more buildings with multi-space interiors) ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icon &amp;lt;br /&amp;gt;for ruins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems. &lt;br /&gt;
&lt;br /&gt;
==== Jail complex (near Durham) ====&lt;br /&gt;
Five ruined building entrances centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. There is a jail, a two-space armoury, and a two-space hall. &lt;br /&gt;
&lt;br /&gt;
==== Temple complex (near Shipwreck) ====&lt;br /&gt;
At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple which is populated by monkeys, stalked by elephants, and haunted by spirits. These ruins consist of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Simple ruins ===&lt;br /&gt;
[[Image:Ruins.gif]]&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
==== River ruins (bi-hut near York) ====&lt;br /&gt;
Located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== River-eastside ruins (bi-hut between Raktam/York) ====&lt;br /&gt;
Located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== Durham-road ruins (tri-hut between Durham/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|490|26|365}} near the road from [[Durham]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Derby-road ruins (tri-hut between Derby/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|111|26|378}} near the road from [[Derby]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Mountain-northside ruins (tri-hut between Dalpok/Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|391|26|480}} a few paces north of the mountain between [[Dalpok]] and [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Raktam ruins (tri-hut near Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|322|26|492}} north of [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Durham-west ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from [[Durham]]'s shaman.  &lt;br /&gt;
&lt;br /&gt;
==== Durham-lake-northeast ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|605|26|374}} northeast of [[Durham]] (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). &lt;br /&gt;
&lt;br /&gt;
==== Northwest-peninsula ruins (multi-hut near Shipwreck) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|594|26|519}} to the far west of the [[shipwreck]] peninsula. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=8859</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=8859"/>
		<updated>2006-07-19T17:09:29Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: added hrule between ruin complex and simple ruin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp, and beaches. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fruit trees and bushes ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Tree.gif]]&amp;lt;/div&amp;gt;The in-game icon for&amp;lt;br /&amp;gt;fruit trees and bushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries. &lt;br /&gt;
&lt;br /&gt;
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452], [-70.501,+26.502], [-70.362,+26.387], [-70.435,+26.409], [-70.408,+26.453], [-70.394,+26.443], [-70.394,+26.444], [-70.368,+26.371]&lt;br /&gt;
&lt;br /&gt;
==== Mango tree ====&lt;br /&gt;
&lt;br /&gt;
Searching provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376], [-70.450,+26.408], [-70.384,+26.437], [-70.383,+26.439], [-70.368,+26.385]&lt;br /&gt;
&lt;br /&gt;
==== Banana tree ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377], [-70.318,+26.452]&lt;br /&gt;
&lt;br /&gt;
==== Unknown trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.401,+26.502], [-70.435,+26.486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392], [-70.362,+26.384], [-70.371,+26.386], [-70.371,+26.398], [-70.375,+26.400], [-70.371,+26.410], [-70.223,+26.413], [-70.222,+26.402], [-70.213,+26.407], [-70.211,+26.405], [-70.212,+26.400], [-70.232,+26.385], [-70.233,+26.383], [-70.223,+26.386], [-70.221,+26.386]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Huts ===&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ruins complexes (one or more buildings with multi-space interiors) ===&lt;br /&gt;
[[Image:Ruins.gif]]&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems. &lt;br /&gt;
&lt;br /&gt;
==== Jail complex (near Durham) ====&lt;br /&gt;
Five ruined building entrances centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. There is a jail, a two-space armoury, and a two-space hall. &lt;br /&gt;
&lt;br /&gt;
==== Temple complex (near Shipwreck) ====&lt;br /&gt;
At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple which is populated by monkeys, stalked by elephants, and haunted by spirits. These ruins consist of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Simple ruins ===&lt;br /&gt;
[[Image:Ruins.gif]]&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
==== River ruins (bi-hut near York) ====&lt;br /&gt;
Located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== River-eastside ruins (bi-hut between Raktam/York) ====&lt;br /&gt;
Located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== Durham-road ruins (tri-hut between Durham/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|490|26|365}} near the road from [[Durham]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Derby-road ruins (tri-hut between Derby/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|111|26|378}} near the road from [[Derby]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Mountain-northside ruins (tri-hut between Dalpok/Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|391|26|480}} a few paces north of the mountain between [[Dalpok]] and [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Raktam ruins (tri-hut near Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|322|26|492}} north of [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Durham-west ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from [[Durham]]'s shaman.  &lt;br /&gt;
&lt;br /&gt;
==== Durham-lake-northeast ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|605|26|374}} northeast of [[Durham]] (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). &lt;br /&gt;
&lt;br /&gt;
==== Northwest-peninsula ruins (multi-hut near Shipwreck) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|594|26|519}} to the far west of the [[shipwreck]] peninsula. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=8858</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=8858"/>
		<updated>2006-07-19T17:08:34Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Simple ruins */ added camp links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp, and beaches. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fruit trees and bushes ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Tree.gif]]&amp;lt;/div&amp;gt;The in-game icon for&amp;lt;br /&amp;gt;fruit trees and bushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries. &lt;br /&gt;
&lt;br /&gt;
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452], [-70.501,+26.502], [-70.362,+26.387], [-70.435,+26.409], [-70.408,+26.453], [-70.394,+26.443], [-70.394,+26.444], [-70.368,+26.371]&lt;br /&gt;
&lt;br /&gt;
==== Mango tree ====&lt;br /&gt;
&lt;br /&gt;
Searching provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376], [-70.450,+26.408], [-70.384,+26.437], [-70.383,+26.439], [-70.368,+26.385]&lt;br /&gt;
&lt;br /&gt;
==== Banana tree ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377], [-70.318,+26.452]&lt;br /&gt;
&lt;br /&gt;
==== Unknown trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.401,+26.502], [-70.435,+26.486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392], [-70.362,+26.384], [-70.371,+26.386], [-70.371,+26.398], [-70.375,+26.400], [-70.371,+26.410], [-70.223,+26.413], [-70.222,+26.402], [-70.213,+26.407], [-70.211,+26.405], [-70.212,+26.400], [-70.232,+26.385], [-70.233,+26.383], [-70.223,+26.386], [-70.221,+26.386]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Huts ===&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ruins complexes (one or more buildings with multi-space interiors) ===&lt;br /&gt;
[[Image:Ruins.gif]]&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems. &lt;br /&gt;
&lt;br /&gt;
==== Jail complex (near Durham) ====&lt;br /&gt;
Five ruined building entrances centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. There is a jail, a two-space armoury, and a two-space hall. &lt;br /&gt;
&lt;br /&gt;
==== Temple complex (near Shipwreck) ====&lt;br /&gt;
At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple which is populated by monkeys, stalked by elephants, and haunted by spirits. These ruins consist of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms. &lt;br /&gt;
&lt;br /&gt;
=== Simple ruins ===&lt;br /&gt;
[[Image:Ruins.gif]]&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
==== River ruins (bi-hut near York) ====&lt;br /&gt;
Located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== River-eastside ruins (bi-hut between Raktam/York) ====&lt;br /&gt;
Located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== Durham-road ruins (tri-hut between Durham/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|490|26|365}} near the road from [[Durham]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Derby-road ruins (tri-hut between Derby/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|111|26|378}} near the road from [[Derby]] to [[York]]. &lt;br /&gt;
&lt;br /&gt;
==== Mountain-northside ruins (tri-hut between Dalpok/Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|391|26|480}} a few paces north of the mountain between [[Dalpok]] and [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Raktam ruins (tri-hut near Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|322|26|492}} north of [[Raktam]]. &lt;br /&gt;
&lt;br /&gt;
==== Durham-west ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from [[Durham]]'s shaman.  &lt;br /&gt;
&lt;br /&gt;
==== Durham-lake-northeast ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|605|26|374}} northeast of [[Durham]] (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). &lt;br /&gt;
&lt;br /&gt;
==== Northwest-peninsula ruins (multi-hut near Shipwreck) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|594|26|519}} to the far west of the [[shipwreck]] peninsula. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=8857</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=8857"/>
		<updated>2006-07-19T17:06:20Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Ruins */ broke out into individual ruins entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp, and beaches. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fruit trees and bushes ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; clear: both; margin-bottom: 5px; padding: 3px; width: 37px&amp;quot;&amp;gt;[[Image:Tree.gif]]&amp;lt;/div&amp;gt;The in-game icon for&amp;lt;br /&amp;gt;fruit trees and bushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries. &lt;br /&gt;
&lt;br /&gt;
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452], [-70.501,+26.502], [-70.362,+26.387], [-70.435,+26.409], [-70.408,+26.453], [-70.394,+26.443], [-70.394,+26.444], [-70.368,+26.371]&lt;br /&gt;
&lt;br /&gt;
==== Mango tree ====&lt;br /&gt;
&lt;br /&gt;
Searching provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376], [-70.450,+26.408], [-70.384,+26.437], [-70.383,+26.439], [-70.368,+26.385]&lt;br /&gt;
&lt;br /&gt;
==== Banana tree ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377], [-70.318,+26.452]&lt;br /&gt;
&lt;br /&gt;
==== Unknown trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
Known locations: [-70.401,+26.502], [-70.435,+26.486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392], [-70.362,+26.384], [-70.371,+26.386], [-70.371,+26.398], [-70.375,+26.400], [-70.371,+26.410], [-70.223,+26.413], [-70.222,+26.402], [-70.213,+26.407], [-70.211,+26.405], [-70.212,+26.400], [-70.232,+26.385], [-70.233,+26.383], [-70.223,+26.386], [-70.221,+26.386]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Huts ===&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ruins complexes (one or more buildings with multi-space interiors) ===&lt;br /&gt;
[[Image:Ruins.gif]]&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems. &lt;br /&gt;
&lt;br /&gt;
==== Jail complex (near Durham) ====&lt;br /&gt;
Five ruined building entrances centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. There is a jail, a two-space armoury, and a two-space hall. &lt;br /&gt;
&lt;br /&gt;
==== Temple complex (near Shipwreck) ====&lt;br /&gt;
At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple which is populated by monkeys, stalked by elephants, and haunted by spirits. These ruins consist of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms. &lt;br /&gt;
&lt;br /&gt;
=== Simple ruins ===&lt;br /&gt;
[[Image:Ruins.gif]]&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
==== River ruins (bi-hut near York) ====&lt;br /&gt;
Located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== River-eastside ruins (bi-hut between Raktam/York) ====&lt;br /&gt;
Located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]]. This ruin contains two huts. &lt;br /&gt;
&lt;br /&gt;
==== Durham-road ruins (tri-hut between Durham/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|490|26|365}} near the road from Durham to York. &lt;br /&gt;
&lt;br /&gt;
==== Derby-road ruins (tri-hut between Derby/York) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|111|26|378}} near the road from Derby to York. &lt;br /&gt;
&lt;br /&gt;
==== Mountain-northside ruins (tri-hut between Dalpok/Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|391|26|480}} a few paces north of the mountain. &lt;br /&gt;
&lt;br /&gt;
==== Raktam ruins (tri-hut near Raktam) ====&lt;br /&gt;
A three-hut ruins is located at {{GPS|70|322|26|492}} north of Raktam. &lt;br /&gt;
&lt;br /&gt;
==== Durham-west ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from Durham's shaman.  &lt;br /&gt;
&lt;br /&gt;
==== Durham-lake-northeast ruins (multi-hut near Durham) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|605|26|374}} northeast of Durham (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). &lt;br /&gt;
&lt;br /&gt;
==== Northwest-peninsula ruins (multi-hut near Shipwreck) ====&lt;br /&gt;
A simple ruins is located at {{GPS|70|594|26|519}} to the far west of the shipwreck peninsula. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Tycho44&amp;diff=8855</id>
		<title>User:Tycho44</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Tycho44&amp;diff=8855"/>
		<updated>2006-07-19T16:17:57Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profile|1987|Tycho Yarr Everett}}&lt;br /&gt;
:There are those who claim that the shaggy beard woven with native monkeypaw charms and his &amp;quot;unusully affactad menner uf speeken&amp;quot; are simply a front, and that this coin-shuffling pirate is none other than the right honourable Tycho Everett of the Royal Academy of Turf Accounting, New Arkham division. The bookie mysteriously disappeared from Malton following a 44-1 payoff on NecroTech serum amid allegations of insider trading. &lt;br /&gt;
:Shortly thereafter, Tycho &amp;quot;Yarr&amp;quot; Everett surfaced in '''[[The Scurvy Crew of The Hell-born Strumpet]]''', where he marked for billiards, darts, and mumblety-peg. Tycho made odds on tomorrow's wind, yesterday's grog consumption, rats in the stew, and the likelihood of the Strumpet wrecking on the heretofore undiscovered island of [[Shartak]]. &lt;br /&gt;
:After a particularly unfortunate instance of the latter wager left him bankrupt, Tycho marched forth into the uncharted jungle. His modest mission: To inventory, catalog, and obtain [[search odds]] for all [[items]] to be found on the entire island of Shartak. To track movement of these items through [[trading|trading huts]] and between [[outsiders]] and [[natives]]. To locate natural resource locations, to engage in monopolistic trade practices, and to exploit arbitrage opportunities. With the help of Lord Shade's new organization, '''[[The South Shartak Trading Company]]''', Tycho hopes to use market commerce and wild gambling excesses to form the backbone of the new Shartak economy. &lt;br /&gt;
&lt;br /&gt;
*Current wealth: 600 gold coins and 10+ gems.&lt;br /&gt;
*Current wealth target: 1001 gold coins and 10+ gems. &lt;br /&gt;
&lt;br /&gt;
Current kills: &lt;br /&gt;
*killed an outsider-killer from Raktam who attacked me repeatedly (~April, before logs).&lt;br /&gt;
*killed {{profile|453|Armadox}} (July 14). The self-described &amp;quot;butcher&amp;quot; attacked without provocation and made a good effort to kill me, but friendly allies helped me out. &lt;br /&gt;
&lt;br /&gt;
Significant contributions to:&lt;br /&gt;
* [[Trading]] (price list, aka New York Stock Exchange)&lt;br /&gt;
* [[Trading hut stock reports]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[How searching works]]&lt;br /&gt;
* [[Statistical analysis]]&lt;br /&gt;
* [[Search results]]&lt;br /&gt;
* [[Search odds discussion]]&lt;br /&gt;
* [[Search odds]]&lt;br /&gt;
* [[Search odds condensed]]&lt;br /&gt;
* [[XP]]&lt;br /&gt;
* [[Animals]]&lt;br /&gt;
&lt;br /&gt;
As well as: &lt;br /&gt;
[[Locations]]&lt;br /&gt;
[[Terrain]]&lt;br /&gt;
[[Skills]]&lt;br /&gt;
[[Character Classes]]&lt;br /&gt;
[[Items]]&lt;br /&gt;
[[Death]]&lt;br /&gt;
[[Hut]]&lt;br /&gt;
&lt;br /&gt;
Tycho spends entirely too much time editing wikis. --[[User:Tycho44|Tycho44]] {{CURRENTTIME}}, {{CURRENTDAY}} {{CURRENTMONTHNAME}} {{CURRENTYEAR}} (BST)&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
&lt;br /&gt;
Here are some of my Shartak suggestions; most of these suggestions have been made independently by other players as well. &lt;br /&gt;
&lt;br /&gt;
Suggestions that appear to be implemented (or known to be in the pipeline): &lt;br /&gt;
* blowpipe poison of 1 per turn for 4 turns&lt;br /&gt;
* ranged weapons have a reduced chance of reactive animal attacks&lt;br /&gt;
* contact home shaman for cheaper than contact roaming shaman&lt;br /&gt;
* short-stock and long-stock pricing in the Trading Hut&lt;br /&gt;
* less FAK restocking in the Trading Huts, especially in the Pirate Shipwreck&lt;br /&gt;
* time-based item depletion in the Trading Hut (e.g. 10% per day)&lt;br /&gt;
* per-trade item depletion in the Trading Hut (e.g. trader receives N items but only restocks N-1 of them)&lt;br /&gt;
* ''Tracking Mastery'' (costs 0.5 AP to track)&lt;br /&gt;
* geographically-specific charms (monkey claw, parrot feather, rabbit foot found in different areas of Shartak, rather than equal chance of each charm in every location)&lt;br /&gt;
* ''Exorcism'' (send spirit random distance in a random direction)&lt;br /&gt;
&lt;br /&gt;
===Tycho44 proposal for Trading Hut pricing===&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' the Trading Huts reward characters who sit at home, and penalize characters who travel to foreign encampments. It is well-established that a character can earn 36+ gold coins per day by sitting at home and dumping at the local trader. Since camps are several days journey apart, foreign camps have to promise +72 gold coins of '''extra profit''' -- not just trade value, but trade value over and above the trade value in the local trading hut. &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Changing the First-Aid Kit find rate in the Medical Hut is not a solution. Local dumping can be performed from the Medical Hut, the Ammo Hut, the Treasure Hold, a Mango Tree, or even by recycling the Trader's inventory. Reducing particular find rates will harm the game in various ways, but will never improve the desirability of foreign travel. (Unless certain desired items are not locally available at all, such as GPS Units, Gems, Charms, the Heavy Sword, and so on.) &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Tweaking short-stock and long-stock pricing is not a solution. Stock-based pricing makes foreign travel vastly more risky and undesirable -- characters are encouraged to stay at their home camp and take advantage of known shortages, rather than risk carting stock overland for days to a foreign camp, only to have a single character dump enough to destroy the demand-inventory. And in order to obtain profit levels that would justify a two-day journey, demand prices would have to be absolutely ridiculous -- surely 10 or 20 times the normal pricing. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Prices in the Trading Hut should reward you based upon the distance you've traveled. By directly addressing the issue, the solution is guaranteed to work. Here's how it happens: &lt;br /&gt;
&lt;br /&gt;
(1) Characters who are new to a foreign Trading Hut receive a very beneficial exchange rate, perhaps for a full day or so. &amp;quot;How exciting! It's not often that I see a new face around here. Do you have any items that you'd like to trade?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
(2) After a character has spent several days in the same Trading Hut, even in a foreign camp, the local trader becomes bored, and the trade rate returns to normal. This encourages the trading character to move on. &amp;quot;You're becoming a familiar sight around here. Haven't I already seen what you have to offer?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(3) Characters who farm the Medical Hut in their home encampment and repeatedly dump items to their own trader receive the poorest exchange rate. &amp;quot;You do realize that there's an entire island out there to explore, don't you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This entire process could be implemented using a single hidden character flag, that contains a time-stamp and a camp name. Whenever the character interacts with a different Trader (in a new camp), the flag updates. If the player is newly interacting with a foreign trader (timestamp &amp;lt;24 hours old), the trade rate is Favorable. If the player is interacting long-term with the same foreign trader (timestamp &amp;gt;24 hours) or is newly interacting with their home camp (timestamp &amp;lt;24 hours), the trade rate is Normal. If the player is interacting repeatedly with their home trader (timestamp &amp;gt;24 hours), the rate is Unfavorable. &lt;br /&gt;
&lt;br /&gt;
Although these favorable/unfavorable trade values might not be sufficient to make travelers wealthy, at least implementing this suggestion will encourage travel and reward greater interaction in Shartak. &lt;br /&gt;
&lt;br /&gt;
Note that this suggestion could be stacked on top of the current long/short and language-based pricing systems. Or this suggestion could fully replace the long/short pricing rules. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Here are some of my Shartak suggestions that have not been implemented:&lt;br /&gt;
&lt;br /&gt;
===Tycho44 proposal for rifle/blowpipe skill tree===&lt;br /&gt;
&lt;br /&gt;
* basic level: 20% accuracy on firearms&lt;br /&gt;
** ''General Marksmanship'' (universal skill): +15% = 35%&lt;br /&gt;
*** ''Advanced Marksmanship'' (soldier/warrior only): +15% = 50%&lt;br /&gt;
**** ''Expert Marksmanship'' (soldier/warrior only): +15% = 65%&lt;br /&gt;
&lt;br /&gt;
* base level: 1 AP to reload 1 ammo&lt;br /&gt;
** ''Rapid Reload'' (soldier/warrior only): half-cost = 0.5 AP&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=8854</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=8854"/>
		<updated>2006-07-19T16:14:42Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Breakable weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Other}}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I have suggested a full non player vs player implementation at [[Suggestions:Game_Mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --[[User:Simon|Simon]] 12:28, 9 July 2006 (UTC) &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --[[User:Simon|Simon]] 12:29, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Fast-moving spirits don't make sense to me. Zipping across Shartak by dying doesn't seem right (unless you're contacting the home shaman). I prefer the idea of a spirit that is somewhat &amp;quot;bound&amp;quot; to their site of death. A high fixed movement cost per square (1AP or 2AP) creates this binding effect. --[[User:Tycho44|Tycho44]] 05:19, 10 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The main problem with this suggestion is that it lets spirits travel faster than everyone but explorers (since heavy jungle sometimes gets in a trekker's way), meaning that if you're dead and have somewhere to be, it's better to float across the island than walk across it. This means fewer visible people in the jungle and fewer player interactions overall. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 19 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Player Titles===&lt;br /&gt;
&lt;br /&gt;
To supplement the explored/killed statistics, give players rank titles based on percentiles.  For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as &amp;quot;Greenhorn Jack the Good Shot&amp;quot;, if Sheila is in the top 10% killers and middle 50 explorer, she would be &amp;quot;The Adventurous Sheila, Grandmaster Hunter&amp;quot;, and [[User:Murk|Murk]] would simply be &amp;quot;Demigod Murk&amp;quot;.  The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile.  This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.&lt;br /&gt;
:* A title for every player or just those in the weekly top A% of whatever chart?&lt;br /&gt;
:* Just to be displayed in the profile or in the location description as well e.g. Here you can see [http://www.shartak.com/profile.cgi?id=1850 Fatninja], the hunter, and [http://www.shartak.com/profile.cgi?id=6 Leaky Bocks].&lt;br /&gt;
:* What kind of statistics would need to be kept for this to work?&lt;br /&gt;
::* areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.&lt;br /&gt;
::* animal kills for the hunter titles? specific types of animals killed e.g &amp;quot;Bob the parrot killer&amp;quot;, &amp;quot;Fred the big game hunter&amp;quot;, &amp;quot;Bert the murderer&amp;quot; (pkills) rather than just all animals killed?&lt;br /&gt;
::* something for some other kind of title, trading perhaps? &amp;quot;Tycho the master salesperson&amp;quot; for example ;)&lt;br /&gt;
:* Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the [http://www.shartak.com/statkills.html kill statistics] page.. &lt;br /&gt;
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered.  For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item).  Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making &amp;quot;the Butcher of York&amp;quot; an official title?&lt;br /&gt;
&lt;br /&gt;
:: Weekly tabulating of titles will make them very transient.  Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)?  --[[User:Frisco|Frisco]] 15:42, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.&amp;lt;br /&amp;gt;Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&amp;amp;diff=prev&amp;amp;oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.&amp;lt;br /&amp;gt;I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.&lt;br /&gt;
::* Area explored - Wanderer, Traveller, Adventurer&lt;br /&gt;
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)&lt;br /&gt;
::* Hasn't killed anyone - Pacifist&lt;br /&gt;
::* Killed animals - Herder, Hunter, Slayer&lt;br /&gt;
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)&lt;br /&gt;
::* Killed opposing side - Killer, Fighter, Conqueror&lt;br /&gt;
::* Killed same side - Turncoat, Backstabber, Traitor&lt;br /&gt;
:::Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Inventory Limit===&lt;br /&gt;
&lt;br /&gt;
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)&lt;br /&gt;
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as &amp;quot;(x/y)&amp;quot; appended to the inventory header, I could do something like a small bit of text just below the header like &amp;quot;You can carry lots more&amp;quot; &amp;quot;You can carry more things&amp;quot; &amp;quot;You can't carry much more&amp;quot; &amp;quot;You might be able to carry a couple more things&amp;quot; &amp;quot;You can't carry anything else&amp;quot;.  The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)&lt;br /&gt;
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)&lt;br /&gt;
**&amp;quot;is it just you that wants this feature?&amp;quot; Hmm, I assumed everyone would want this feature. Perhaps &amp;quot;your inventory is getting full&amp;quot; and &amp;quot;your inventory is full&amp;quot; would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)&lt;br /&gt;
***&amp;lt;Bump.&amp;gt; Also, why not &amp;quot;(x/y)&amp;quot; appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication &amp;quot;(x)&amp;quot; would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)&lt;br /&gt;
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)&lt;br /&gt;
* Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
** It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --[[User:Lint|Lint]] 19:01, 9 July 2006 (UTC)&lt;br /&gt;
* Ok, this has been added...&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span class=&amp;quot;invsize&amp;quot;&amp;gt;36 / 70&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --[[User:Simon|Simon]] 21:34, 9 July 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===In-game Rankings===&lt;br /&gt;
&lt;br /&gt;
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious &amp;quot;crown of the fallen parrots&amp;quot; appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
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=== Wiki: table CSS ===&lt;br /&gt;
&lt;br /&gt;
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]).  I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)&lt;br /&gt;
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)&lt;br /&gt;
** What the heck!  Ha, sorry.  Now I can't find the page on either this wiki or the WikiMedia page.  Weird.  Well anyhow, it would be nice to have a useful table class.  Thanks, Simon.&lt;br /&gt;
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)&lt;br /&gt;
**** Colors aren't too important, I was more concerned with borders.  Something simple like:&lt;br /&gt;
 table.bordered, table.bordered td {&lt;br /&gt;
   border: 1px solid black;&lt;br /&gt;
&lt;br /&gt;
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=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
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&lt;br /&gt;
===ruins===&lt;br /&gt;
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to &amp;quot;explore&amp;quot; ruins more if there was something there. i am suggesting several things such as:&lt;br /&gt;
*unique, ruin only monsters&lt;br /&gt;
*special items found only in ruins&lt;br /&gt;
*if quests are implemented, a quest location&lt;br /&gt;
&lt;br /&gt;
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character &amp;quot;Richard Rose&amp;quot; and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several &amp;quot;interesting&amp;quot; components for ruins.&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. &lt;br /&gt;
:* &amp;quot;As the wind blows through the ruined arch, you hear the spirit voices of the ancestors&amp;quot; (gain 1 XP). &lt;br /&gt;
:* &amp;quot;You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away.&amp;quot; (junk item that could be implemented with magic/spirits later). &lt;br /&gt;
:* &amp;quot;Ghosts of the ancient dead chill your soul&amp;quot; (lose 2 HP, gain 2 XP). &lt;br /&gt;
:* &amp;quot;Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch&amp;lt;sup&amp;gt;(tm)&amp;lt;/sup&amp;gt;]]!&amp;quot;&lt;br /&gt;
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)&lt;br /&gt;
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===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
Add the concept of wind to the game.  Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on.  For now, including a changing wind speed (10mph to 30mph) may be overly complex.  Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)&lt;br /&gt;
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===Animal Levelling===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC Animals|&lt;br /&gt;
suggest_description=Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature?  There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions.  And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.&lt;br /&gt;
&lt;br /&gt;
Characters with the animal affinity skill should be able to identify stronger creatures:&lt;br /&gt;
:&amp;quot;Also here is a man-eating tiger&amp;quot;&lt;br /&gt;
:&amp;quot;Also here is an extremely large man-eating alligator&amp;quot;&lt;br /&gt;
:&amp;quot;Also here is an extremely large man-eating elephant that is barreling towards you&amp;quot;&lt;br /&gt;
:&amp;quot;Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
suggest_time=20:26, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)&lt;br /&gt;
* Sounds neat. Will there be a leveling cap? --[[User:Lint|Lint]] 01:45, 15 May 2006 (BST)&lt;br /&gt;
** Probably should be a cap, though a rather high one.  Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature.  Or perhaps once an animal reaches a certain level, it gets named (a monkey might be &amp;quot;King Kong&amp;quot; at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around). &amp;amp;mdash;unsigned by [[User:Frisco|Frisco]] 02:38, May 15, 2006 (BST)&lt;br /&gt;
* Awesome. --[[User:Tycho44|Tycho44, Cultist of the Man-Eating Parrot]] 22:57, 15 May 2006 (BST)&lt;br /&gt;
* So let me get this straight - if an animal kills a PC, they gain hp, and accuracy of their attack, and possibly damage as well. say hp + 2, accuracy + 10%, damage + 1, up to a certain level (accuracy can only go up to 100% of course). Easy enough so far. If they get killed, they reset to the normal hp/accuracy/damage and start afresh as a normal level animal? I must say, I quite like this idea. If this is correct, then there's no server load issue. --[[User:Simon|Simon]] 09:33, 28 May 2006 (BST)&lt;br /&gt;
** This sounds very good. I recommend that you let each animal reach 100% accuracy and cap damage at ''base damage + 5'' (a 9x100% elephant would be plenty lethal enough, I think). PC deaths to animals are probably rare enough that you could be more generous with HP bonuses: increase an animal's current HP and max HP by ''base health / 3 + 1'' for each of its kills. You could cap max HP (after five increases?), but I wouldn't. An animal should be restored to base health if its HP bonus wouldn't get it there (so an elephant, with a 20+1 HP bonus, would go from 32 HP to 60 and have 81 max HP, or go from 42 to 63 and still have 81 max HP). In theory, after five kills you could see an elephant with 165 HP that dealt 9 damage at 100% accuracy, but only if it got those kills without being harmed at all. Such a beast would be incredibly intimidating, but also incredibly rare. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:25, 28 May 2006 (BST)&lt;br /&gt;
:::What about new players? They go into the forest for the first time, log out, log in only to discover that &amp;quot;an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses&amp;quot; has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--[[User:One of many doctors|One of many doctors]] 03:13, 29 May 2006 (BST)&lt;br /&gt;
::::The idea is that there wouldn't be that many of these, because they'd be rather difficult to make even a ''little'' better, anyways.--[[User:Wifey|Wifey]] 15:49, 29 May 2006 (BST)&lt;br /&gt;
::::: Simon has it right. hp + 5 (or +10%), accuracy + 10%, damage + 1, with only a few upgrades possible. Or, for example, promote to level 1 after 1 kill, level 2 after 2 more kills (3 total), level 3 after 3 (6) kills, and so on. If a max-upgraded parrot is only as strong as a level 0 tiger, this is nowhere near &amp;quot;kill-in-two-moves&amp;quot; monstrosity. This would add excitement and flavor to the game without any downside. I doubt any animal in Shartak has more than two kills. As the 300-hp Squid shows,  any attention-getting animal will get torn to bits by PCs. --[[User:Tycho44|Tycho44]] 23:14, 19 June 2006 (UTC)&lt;br /&gt;
* Implemented, but with slightly less elaborate titles (and the maths isn't quite the same either)! --[[User:Simon|Simon]] 12:48, 9 July 2006 (UTC)&lt;br /&gt;
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===UDTool type Firefox plugin===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Plugin|&lt;br /&gt;
suggest_scope=All players with Firefox|&lt;br /&gt;
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|&lt;br /&gt;
suggest_time=08:18, 27 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --[[User:Simon|Simon]] 20:50, 12 June 2006 (BST)&lt;br /&gt;
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===Hide Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Technical|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I think it would be useful to be able to have a &amp;quot;Hide Skills&amp;quot; button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|&lt;br /&gt;
suggest_time=08:18, 31 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* ''Comment removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)&lt;br /&gt;
** Well, hiding (as a skill) seems different from &amp;quot;hiding your list of skills&amp;quot;... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a &amp;quot;Disguise&amp;quot; skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)&lt;br /&gt;
*** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if  Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)&lt;br /&gt;
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)&lt;br /&gt;
***The problem with doing anything &amp;quot;while you sleep&amp;quot; is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose &amp;quot;asleep&amp;quot; is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --[[User:Simon|Simon]] 12:18, 9 June 2006 (BST)&lt;br /&gt;
****There's no issue with ''player-activated'' sleep conditions. Clicking a button (&amp;quot;Disguise Self 4AP&amp;quot; or however many AP you want it to cost) activates the Disguise.  Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --[[User:Tycho44|Tycho44]] 23:03, 19 June 2006 (UTC) &lt;br /&gt;
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===Jungle Regrowth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= The regrowth of the Jungle Terrain type|&lt;br /&gt;
suggest_description= As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:&lt;br /&gt;
&lt;br /&gt;
*Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of &amp;quot;seeding&amp;quot; each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.&lt;br /&gt;
&lt;br /&gt;
*Each square of Jungle (with the exception of D10) has a 7.5% chance of &amp;quot;growing&amp;quot; into the density level 1 above its current.&lt;br /&gt;
&lt;br /&gt;
This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.&lt;br /&gt;
&lt;br /&gt;
'''Edit''': On second thought it may just be easier to create a &amp;quot;coding requirment&amp;quot; that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) |       &lt;br /&gt;
suggest_time=08:18, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --[[User:Tycho44|Tycho44]] 06:55, 8 June 2006 (BST)&lt;br /&gt;
*Yes that probably work better with less coding work, but do you have an opinion on such a change? [[User:Kripcat|Kripcat]] 08:36, 8 June 2006 (BST)&lt;br /&gt;
* There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --[[User:Simon|Simon]] 18:32, 8 June 2006 (BST)&lt;br /&gt;
*If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. [[User:Kripcat|Kripcat]] 09:49, 9 June 2006 (BST)&lt;br /&gt;
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===Animal Meat===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= get meat from dead animals|&lt;br /&gt;
suggest_description= well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says&amp;quot;there is a corpse of a large stag&amp;quot; that will not be there when it runs out of meat....[meat restores 2 HP].|&lt;br /&gt;
suggest_time=04:52, 8 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)&lt;br /&gt;
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===Breakable weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapon alteration|&lt;br /&gt;
suggest_scope=All weapons|&lt;br /&gt;
suggest_description=I'd like to propose that all weapons break occassionally.  At the moment, cutlasses and machetes do, but I don't think any other weapons do.  This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed.  It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?).  Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge).  If it was breakable, it would be both more realistic and less unbalancing.  That being said, the very name &amp;quot;heavy sword&amp;quot; implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.|&lt;br /&gt;
suggest_time=10:25, 19 July 2006|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name &amp;quot;heavy sword&amp;quot; suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --[[User:Tycho44|Tycho44]] 16:14, 19 July 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=8718</id>
		<title>Category talk:Delete</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=8718"/>
		<updated>2006-07-18T05:38:06Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Common */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Valid reasons for deletion ==&lt;br /&gt;
Current policy is to only delete pages and files which have been tagged for deletion for at least one week (see [[Template:Delete]]) without being contested on this talk page. (Pages whose deletion requests have been contested may only be deleted if there is a consensus to do so.) Deletions and deletion requests are acceptable for articles, files, categories, and templates in the main [http://meta.wikimedia.org/wiki/namespace namespace] with:&lt;br /&gt;
* '''No content''' or very little content (being under 1,024 bytes in size) ''(does not apply to categories and templates)'';&lt;br /&gt;
* '''Inappropriate content''', which may include spam, illegal or vulgar content, or any content unrelated to the game; or&lt;br /&gt;
* '''Redundant content''', being identical or nearly identical to an existing page that is more widely used.&lt;br /&gt;
[[:Category:Redirects|Redirects]], [[Special:Categories|categories]] and [[:Category:Templates|templates]] are eligible for deletion if they are unused or virtually unused (according to Special:Whatlinkshere or, in the case of categories, the category listing) and have no apparent use or potential. Redirects for common misspellings, abbreviations, and synonyms are acceptable.&lt;br /&gt;
&lt;br /&gt;
User subpages and clan pages may be deleted at the request of the original author if no other users have made major edits to them.&lt;br /&gt;
&lt;br /&gt;
A talk page may be deleted without notice if its article doesn't exist and its content appears elsewhere on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Talk page policy discussion ==&lt;br /&gt;
I think it goes without saying that for any page that is deleted the accompanying talk page should be removed as well. It's a process that doesn't require tagging with the Delete template, though that helps point out to administrators that there is a talk page. --[[User:Lint|Lint]] 22:22, 18 June 2006 (BST)&lt;br /&gt;
:Agreed; see my addition above. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:53, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Redirects==&lt;br /&gt;
Due to the large volume of nominations, the redirect deletion nominations that occurred on 11 June 2006 will be discussed here. Please leave comments listed under the opening statement. Please leave your vote in the appropriate keep or kill list for better tabulation. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
:This looks like the place for redirects that are deletion candidates. Is there another place for us to archive the &amp;quot;best of&amp;quot; redirects: Redirects that can be nominated as integral to the current structure of the wiki? For example, I would suggest that all of the '''skills''' (e.g. [[Scavenging]]), '''terrain types''', '''character classes''', and '''items''' in Shartak need at least one redirect, until such time as each term earns its own individual page. --[[User:Tycho44|Tycho44]] 22:00, 13 June 2006 (BST)&lt;br /&gt;
::Perhaps note those on the [[Category talk:Redirects]] page? Is that visible enough? --[[User:Lint|Lint]] 22:19, 13 June 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;I dont know why this is an issue. There can never be too many redirects in my opinion. If someone editing an article writes &amp;quot;[[Advanced Tracking]]&amp;quot;, better if it redirects to [[Tracking]] than having a red link. If someone directly enters an address into the url bar of their browser, e.g. if they go to [[Main Page]] and replace the words &amp;quot;Main Page&amp;quot; in the url with an alternate capitalization scheme or an alternate wording of an item or skill or group or anything else, better they get a redirect to the relevant thing than an empty page. If someone enters a word into the search box and hits enter, but what they enter isn't the precisely correct capitalization/phrasing/plural of the item or skill or whatever they are looking for, better they get redirected to the relevant article than to a blank page. E.g. If someone hears about the heavy sword in-game, and comes here, types &amp;quot;sword&amp;quot; into the search box, much better that they get redirect to [[Items]] (or melee weapons, if it is ever created) so they can read about heavy sword, rather than getting a page full of search results which includes suggestions pages, group pages, and other non-relevant pages. Clan pages should have any necessary redirects if there are variations in their name. e.g. Wicksick headhunters, Wicksick Headhunters, Wiksik headhunters, Wiksick headhunters etc. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
:First, if someone editing an article links to ''Advanced Tracking'', they miscapitalized the skill's name. Such errors should be corrected in the articles containing them, not accomodated by keeping and creating redirects for every typo we encounter. (That is, the redirect is only needed if the typo isn't fixed.) Second, if someone types in a URL for an article that doesn't exist, they shouldn't get anything; that's what the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; buttons are for. Servers shouldn't be expected to accommodate URL guessing by users who can just as easily visit the main page and search for what they want. Third, we've already established that capitalization is irrelevant for the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; functions. Also, I'm rather sure that the only plurals up for deletion are those that are wrongly capitalized, such as ''Poisonous Berries'' (which is unnecessary given the existence of ''Poisonous berries''). And finally, searches for phrases with words out of order (such as &amp;quot;york patriots order&amp;quot;) are extremely likely to give the correct page (''Order of Patriots'') as the #1 hit , so redirects are unnecessary for the very few people who might enter such search terms. In short, we shouldn't use redirects for things the &amp;quot;Search&amp;quot; button was made to handle. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:29, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Uppercases ===&lt;br /&gt;
:''Advanced Tracking, Expert Tracking, Firearms Training, First Aid, Natural Medicine''&lt;br /&gt;
Not necessarily bad uppercases. Thery are common enough for use with the search bar and the &amp;quot;go&amp;quot; feature. (Note: Per example provided by Elembis, the author has removed their initial Keep vote.) --[[User:Lint|Lint]] 19:29, 11 June 2006 (BST))&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
&amp;lt;!-- # '''Keep''' - --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST) --&amp;gt;&lt;br /&gt;
# '''Keep'''. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Kill'''. &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; appear to be case-insensitive. For example, [[Native knowledge]] doesn't exist, but typing &amp;quot;native knowledge&amp;quot; in the search box and hitting &amp;quot;Go&amp;quot; takes me to [[Native Knowledge]] (which redirects to [[Skills]]). Also, searches for &amp;quot;native knowledge&amp;quot; and &amp;quot;Native Knowledge&amp;quot; give identical results. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:16, 11 June 2006 (BST)&lt;br /&gt;
# '''Kill''' As noted, this redirect has no actual function. The wiki operates correctly without it (using lowercase redirect). --[[User:Tycho44|Tycho44]] 05:32, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
:''Clans, Herbs, Huts, Spirits''&lt;br /&gt;
Not necessarily bad plurals. They are common terms useful when using the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. I made all of these deletion requests without &amp;quot;Go&amp;quot; in mind. Plurals are indeed useful enough to be worth keeping. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:37, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' The term ''herbs'' is extremely common, far more likely than ''herb''. --[[User:Tycho44|Tycho44]] 05:16, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
:''Sword, Trading post''&lt;br /&gt;
Ingame terms or conceivably common player-used alternatives.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. The game itself says &amp;quot;It looks like this hut is some kind of native '''trading post'''&amp;quot;, at least in Raktam, and &amp;quot;sword&amp;quot; is a close synonym for &amp;quot;heavy sword&amp;quot;. However, I think we should be careful to only allow articles for terms that are actually used by the game or other players, rather than open the door for all terms players might use as synonyms (&amp;quot;shop&amp;quot;, &amp;quot;market&amp;quot;, &amp;quot;merchant's store&amp;quot;, etc.). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' Perhaps some obscure redirects might merit deletion, but only on a case-by-case basis. Any terms that are in common use (whether in-game or in forums) should be linked to their meaning. That's what the Shartak wiki is intended for! --[[User:Tycho44|Tycho44]] 05:38, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Clans 1 ===&lt;br /&gt;
:''RE, Mercenarys Guild''&lt;br /&gt;
Clan acronyms and workarounds to punctuation (periods, apostrophes and so forth) should be acceptible.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Strong Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
# '''Whatever'''. =) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Clans 2 ===&lt;br /&gt;
:''Order of York Patriots, The Order of Patriots, The south shartak trading company, The Wailers, York Patriots, ''&lt;br /&gt;
A bit spammy perhaps, but they help mainly with use with the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Split'''. Redirects consisting only of a clan's name prefixed by &amp;quot;The&amp;quot; are okay and likely to be searched for, so we should '''keep''' ''The Order of Patriots'' and ''The south shartak trading company'' (moving it to ''The South Shartak Trading Company''). However, we should '''kill''' greater deviations like ''Order of York Patriots'' because they are (1) probably searched for rarely, if at all, (2) extremely likely to give the correct page as the top hit in a search if the redirect doesn't exist (e.g., search for &amp;quot;order of patriots york&amp;quot; or &amp;quot;headhunters wiksik&amp;quot;), (3) likely to point people to the wrong clan page, or be contested, without a vagueness limit (e.g., does &amp;quot;york protectors&amp;quot; refer to the [[Colonial Police]] or the [[Order of Patriots]]?), and (4) likely to cause additional (if limited) article bloat as more clans are formed. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
==Added==&lt;br /&gt;
# 00:07, 12 June 2006 - [[:Category:Clans for both]]&lt;br /&gt;
# 11 June 2006 - [[Shartak Community Portal]] (redirect) (w/ [[Talk:Shartak Community Portal|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[York Patriots]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[XP Gains]] (redirect) (w/ [[Talk:XP Gains|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Wild Boar]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Wifey]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Trading post]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Trading Hut Stock Reports]] (redirect) (w/ [[Talk:Trading Hut Stock Reports|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Tips and Tricks]] (redirect) (w/ [[Talk:Tips and Tricks|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[The south shartak trading company]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The order of patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The order of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The Wailers]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The Order of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Temple Ruins]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Tasty Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Tasty Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sword]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Suggestions/Header]] (redirect) (w/ [[Talk:Suggestions/Header|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Spirits]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[South shartak trading company]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Small Deer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Small Cave]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sigfrid]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sharpening Stone]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Search Odds Results]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[S.P.I.R.I.T.S]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Rifle Bullet]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Requests for Information]] (redirect) (w/ [[Talk:Requests for Information|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[RE]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Poisonous Snake]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poisonous Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poisonous Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Dart]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Piece of Driftwood]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Order of patriots]] (redirect) (w/ [[Talk:Order of patriots|Talk page]]) ~&lt;br /&gt;
# 11 June 2006 - [[Order of York Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Order Of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Mercenarys Guild]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Large Stag]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Large Deer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Jabberwockee]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Identify Friend or Foe Initiatiive]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Huts]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Herbs]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Heavy Sword]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Healing Herbs]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gourd of Water]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gold Coins]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gold Coin]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Game Design]] (redirect) (w/ [[Talk:Game Design|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[GPS Unit]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Frequently Asked Questions]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[First aid]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[First Aid Kit]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Firearms training]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Expert tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Experience Points]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Home Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact home shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Roaming Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Home Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Clans]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Bottle of Water]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Bottle of Rum]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Bottle of Beer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Blunt Machete]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Blunt Cutlass]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Basic tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Advanced tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Natural medicine]] (redirect) *&lt;br /&gt;
# 19:51, 9 June 2006 - [[Guardians of Dalpok]] (w/ [[Talk:Guardians of Dalpok|Talk page]])&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
# 02:35, 17 June 2006 Elembis deleted &amp;quot;Category talk:Guide to searching&amp;quot; (Delete uncontested after one week; unused; recommended for deletion &amp;quot;because :Category_talk:Statistics covers this.&amp;quot;.)&lt;br /&gt;
# 02:33, 17 June 2006 Elembis deleted &amp;quot;Category talk:User&amp;quot; (Delete uncontested after one week; unused; unneeded (see Special:Listusers).) &lt;br /&gt;
# 02:30, 17 June 2006 Elembis deleted &amp;quot;Category:Shamen&amp;quot; (Delete uncontested after one week; unused; recommended for deletion &amp;quot;as an unused redirect and empty category&amp;quot;.)&lt;br /&gt;
# 02:27, 17 June, 2006 Elembis deleted &amp;quot;Category:User&amp;quot; (Delete uncontested after one week; unused; unneeded (see Special:Listusers).)&lt;br /&gt;
# 02:26, 17 June 2006 Elembis deleted &amp;quot;Category:Guide to searching&amp;quot; (Delete uncontested after on week; unused; deletetion recommended &amp;quot;because :Category:Statistics covers this.&amp;quot;.)&lt;br /&gt;
# 02:25, 17 June 2006 Elembis deleted &amp;quot;Image:Stc30yd.jpg&amp;quot; (Delete uncontested after one week; unused; description was: &amp;quot;&amp;lt;nowiki&amp;gt;{{delete| because it's unused and unneeded (see User talk:Lord Shade)}}&amp;lt;/nowiki&amp;gt;&amp;quot;.)&lt;br /&gt;
# 02:24, 17 June, 2006 Elembis deleted &amp;quot;Image:Neu.JPG&amp;quot; (Delete uncontested after one week; unused; description was: &amp;quot;&amp;lt;nowiki&amp;gt;{{delete| because :Image:Hoehle.JPG has a higher resolution and is otherwise identical}}&amp;lt;/nowiki&amp;gt;&amp;quot;.) &lt;br /&gt;
# 22:29, 7 June 2006 Lint deleted &amp;quot;Template:Infobox Village&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:28, 7 June 2006 Lint deleted &amp;quot;Category:Clans for Outsiders&amp;quot; (content was: '&amp;lt;nowiki&amp;gt;{{delete| because :Category:Clans for outsiders covers this.}}&amp;lt;/nowiki&amp;gt;')&lt;br /&gt;
# 22:28, 7 June 2006 Lint deleted &amp;quot;Category:Clans for Natives&amp;quot; (content was: '&amp;lt;nowiki&amp;gt;{{delete| because :Category:Clans for natives covers this now}}&amp;lt;/nowiki&amp;gt;')&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn shipwreck.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn york.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn wiksik.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn raktam.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn durham.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn derby.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn dalpok.png&amp;quot; (observing week-old uncontested deletion request)&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=8717</id>
		<title>Category talk:Delete</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=8717"/>
		<updated>2006-07-18T05:33:23Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Clans 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Valid reasons for deletion ==&lt;br /&gt;
Current policy is to only delete pages and files which have been tagged for deletion for at least one week (see [[Template:Delete]]) without being contested on this talk page. (Pages whose deletion requests have been contested may only be deleted if there is a consensus to do so.) Deletions and deletion requests are acceptable for articles, files, categories, and templates in the main [http://meta.wikimedia.org/wiki/namespace namespace] with:&lt;br /&gt;
* '''No content''' or very little content (being under 1,024 bytes in size) ''(does not apply to categories and templates)'';&lt;br /&gt;
* '''Inappropriate content''', which may include spam, illegal or vulgar content, or any content unrelated to the game; or&lt;br /&gt;
* '''Redundant content''', being identical or nearly identical to an existing page that is more widely used.&lt;br /&gt;
[[:Category:Redirects|Redirects]], [[Special:Categories|categories]] and [[:Category:Templates|templates]] are eligible for deletion if they are unused or virtually unused (according to Special:Whatlinkshere or, in the case of categories, the category listing) and have no apparent use or potential. Redirects for common misspellings, abbreviations, and synonyms are acceptable.&lt;br /&gt;
&lt;br /&gt;
User subpages and clan pages may be deleted at the request of the original author if no other users have made major edits to them.&lt;br /&gt;
&lt;br /&gt;
A talk page may be deleted without notice if its article doesn't exist and its content appears elsewhere on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Talk page policy discussion ==&lt;br /&gt;
I think it goes without saying that for any page that is deleted the accompanying talk page should be removed as well. It's a process that doesn't require tagging with the Delete template, though that helps point out to administrators that there is a talk page. --[[User:Lint|Lint]] 22:22, 18 June 2006 (BST)&lt;br /&gt;
:Agreed; see my addition above. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:53, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Redirects==&lt;br /&gt;
Due to the large volume of nominations, the redirect deletion nominations that occurred on 11 June 2006 will be discussed here. Please leave comments listed under the opening statement. Please leave your vote in the appropriate keep or kill list for better tabulation. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
:This looks like the place for redirects that are deletion candidates. Is there another place for us to archive the &amp;quot;best of&amp;quot; redirects: Redirects that can be nominated as integral to the current structure of the wiki? For example, I would suggest that all of the '''skills''' (e.g. [[Scavenging]]), '''terrain types''', '''character classes''', and '''items''' in Shartak need at least one redirect, until such time as each term earns its own individual page. --[[User:Tycho44|Tycho44]] 22:00, 13 June 2006 (BST)&lt;br /&gt;
::Perhaps note those on the [[Category talk:Redirects]] page? Is that visible enough? --[[User:Lint|Lint]] 22:19, 13 June 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;I dont know why this is an issue. There can never be too many redirects in my opinion. If someone editing an article writes &amp;quot;[[Advanced Tracking]]&amp;quot;, better if it redirects to [[Tracking]] than having a red link. If someone directly enters an address into the url bar of their browser, e.g. if they go to [[Main Page]] and replace the words &amp;quot;Main Page&amp;quot; in the url with an alternate capitalization scheme or an alternate wording of an item or skill or group or anything else, better they get a redirect to the relevant thing than an empty page. If someone enters a word into the search box and hits enter, but what they enter isn't the precisely correct capitalization/phrasing/plural of the item or skill or whatever they are looking for, better they get redirected to the relevant article than to a blank page. E.g. If someone hears about the heavy sword in-game, and comes here, types &amp;quot;sword&amp;quot; into the search box, much better that they get redirect to [[Items]] (or melee weapons, if it is ever created) so they can read about heavy sword, rather than getting a page full of search results which includes suggestions pages, group pages, and other non-relevant pages. Clan pages should have any necessary redirects if there are variations in their name. e.g. Wicksick headhunters, Wicksick Headhunters, Wiksik headhunters, Wiksick headhunters etc. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
:First, if someone editing an article links to ''Advanced Tracking'', they miscapitalized the skill's name. Such errors should be corrected in the articles containing them, not accomodated by keeping and creating redirects for every typo we encounter. (That is, the redirect is only needed if the typo isn't fixed.) Second, if someone types in a URL for an article that doesn't exist, they shouldn't get anything; that's what the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; buttons are for. Servers shouldn't be expected to accommodate URL guessing by users who can just as easily visit the main page and search for what they want. Third, we've already established that capitalization is irrelevant for the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; functions. Also, I'm rather sure that the only plurals up for deletion are those that are wrongly capitalized, such as ''Poisonous Berries'' (which is unnecessary given the existence of ''Poisonous berries''). And finally, searches for phrases with words out of order (such as &amp;quot;york patriots order&amp;quot;) are extremely likely to give the correct page (''Order of Patriots'') as the #1 hit , so redirects are unnecessary for the very few people who might enter such search terms. In short, we shouldn't use redirects for things the &amp;quot;Search&amp;quot; button was made to handle. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:29, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Uppercases ===&lt;br /&gt;
:''Advanced Tracking, Expert Tracking, Firearms Training, First Aid, Natural Medicine''&lt;br /&gt;
Not necessarily bad uppercases. Thery are common enough for use with the search bar and the &amp;quot;go&amp;quot; feature. (Note: Per example provided by Elembis, the author has removed their initial Keep vote.) --[[User:Lint|Lint]] 19:29, 11 June 2006 (BST))&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
&amp;lt;!-- # '''Keep''' - --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST) --&amp;gt;&lt;br /&gt;
# '''Keep'''. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Kill'''. &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; appear to be case-insensitive. For example, [[Native knowledge]] doesn't exist, but typing &amp;quot;native knowledge&amp;quot; in the search box and hitting &amp;quot;Go&amp;quot; takes me to [[Native Knowledge]] (which redirects to [[Skills]]). Also, searches for &amp;quot;native knowledge&amp;quot; and &amp;quot;Native Knowledge&amp;quot; give identical results. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:16, 11 June 2006 (BST)&lt;br /&gt;
# '''Kill''' As noted, this redirect has no actual function. The wiki operates correctly without it (using lowercase redirect). --[[User:Tycho44|Tycho44]] 05:32, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
:''Clans, Herbs, Huts, Spirits''&lt;br /&gt;
Not necessarily bad plurals. They are common terms useful when using the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. I made all of these deletion requests without &amp;quot;Go&amp;quot; in mind. Plurals are indeed useful enough to be worth keeping. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:37, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' The term ''herbs'' is extremely common, far more likely than ''herb''. --[[User:Tycho44|Tycho44]] 05:16, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
:''Sword, Trading post''&lt;br /&gt;
Ingame terms or conceivably common player-used alternatives.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. The game itself says &amp;quot;It looks like this hut is some kind of native '''trading post'''&amp;quot;, at least in Raktam, and &amp;quot;sword&amp;quot; is a close synonym for &amp;quot;heavy sword&amp;quot;. However, I think we should be careful to only allow articles for terms that are actually used by the game or other players, rather than open the door for all terms players might use as synonyms (&amp;quot;shop&amp;quot;, &amp;quot;market&amp;quot;, &amp;quot;merchant's store&amp;quot;, etc.). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Clans 1 ===&lt;br /&gt;
:''RE, Mercenarys Guild''&lt;br /&gt;
Clan acronyms and workarounds to punctuation (periods, apostrophes and so forth) should be acceptible.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Strong Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
# '''Whatever'''. =) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Clans 2 ===&lt;br /&gt;
:''Order of York Patriots, The Order of Patriots, The south shartak trading company, The Wailers, York Patriots, ''&lt;br /&gt;
A bit spammy perhaps, but they help mainly with use with the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Split'''. Redirects consisting only of a clan's name prefixed by &amp;quot;The&amp;quot; are okay and likely to be searched for, so we should '''keep''' ''The Order of Patriots'' and ''The south shartak trading company'' (moving it to ''The South Shartak Trading Company''). However, we should '''kill''' greater deviations like ''Order of York Patriots'' because they are (1) probably searched for rarely, if at all, (2) extremely likely to give the correct page as the top hit in a search if the redirect doesn't exist (e.g., search for &amp;quot;order of patriots york&amp;quot; or &amp;quot;headhunters wiksik&amp;quot;), (3) likely to point people to the wrong clan page, or be contested, without a vagueness limit (e.g., does &amp;quot;york protectors&amp;quot; refer to the [[Colonial Police]] or the [[Order of Patriots]]?), and (4) likely to cause additional (if limited) article bloat as more clans are formed. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
==Added==&lt;br /&gt;
# 00:07, 12 June 2006 - [[:Category:Clans for both]]&lt;br /&gt;
# 11 June 2006 - [[Shartak Community Portal]] (redirect) (w/ [[Talk:Shartak Community Portal|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[York Patriots]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[XP Gains]] (redirect) (w/ [[Talk:XP Gains|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Wild Boar]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Wifey]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Trading post]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Trading Hut Stock Reports]] (redirect) (w/ [[Talk:Trading Hut Stock Reports|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Tips and Tricks]] (redirect) (w/ [[Talk:Tips and Tricks|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[The south shartak trading company]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The order of patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The order of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The Wailers]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The Order of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Temple Ruins]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Tasty Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Tasty Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sword]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Suggestions/Header]] (redirect) (w/ [[Talk:Suggestions/Header|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Spirits]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[South shartak trading company]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Small Deer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Small Cave]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sigfrid]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sharpening Stone]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Search Odds Results]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[S.P.I.R.I.T.S]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Rifle Bullet]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Requests for Information]] (redirect) (w/ [[Talk:Requests for Information|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[RE]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Poisonous Snake]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poisonous Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poisonous Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Dart]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Piece of Driftwood]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Order of patriots]] (redirect) (w/ [[Talk:Order of patriots|Talk page]]) ~&lt;br /&gt;
# 11 June 2006 - [[Order of York Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Order Of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Mercenarys Guild]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Large Stag]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Large Deer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Jabberwockee]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Identify Friend or Foe Initiatiive]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Huts]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Herbs]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Heavy Sword]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Healing Herbs]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gourd of Water]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gold Coins]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gold Coin]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Game Design]] (redirect) (w/ [[Talk:Game Design|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[GPS Unit]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Frequently Asked Questions]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[First aid]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[First Aid Kit]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Firearms training]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Expert tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Experience Points]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Home Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact home shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Roaming Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Home Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Clans]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Bottle of Water]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Bottle of Rum]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Bottle of Beer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Blunt Machete]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Blunt Cutlass]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Basic tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Advanced tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Natural medicine]] (redirect) *&lt;br /&gt;
# 19:51, 9 June 2006 - [[Guardians of Dalpok]] (w/ [[Talk:Guardians of Dalpok|Talk page]])&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
# 02:35, 17 June 2006 Elembis deleted &amp;quot;Category talk:Guide to searching&amp;quot; (Delete uncontested after one week; unused; recommended for deletion &amp;quot;because :Category_talk:Statistics covers this.&amp;quot;.)&lt;br /&gt;
# 02:33, 17 June 2006 Elembis deleted &amp;quot;Category talk:User&amp;quot; (Delete uncontested after one week; unused; unneeded (see Special:Listusers).) &lt;br /&gt;
# 02:30, 17 June 2006 Elembis deleted &amp;quot;Category:Shamen&amp;quot; (Delete uncontested after one week; unused; recommended for deletion &amp;quot;as an unused redirect and empty category&amp;quot;.)&lt;br /&gt;
# 02:27, 17 June, 2006 Elembis deleted &amp;quot;Category:User&amp;quot; (Delete uncontested after one week; unused; unneeded (see Special:Listusers).)&lt;br /&gt;
# 02:26, 17 June 2006 Elembis deleted &amp;quot;Category:Guide to searching&amp;quot; (Delete uncontested after on week; unused; deletetion recommended &amp;quot;because :Category:Statistics covers this.&amp;quot;.)&lt;br /&gt;
# 02:25, 17 June 2006 Elembis deleted &amp;quot;Image:Stc30yd.jpg&amp;quot; (Delete uncontested after one week; unused; description was: &amp;quot;&amp;lt;nowiki&amp;gt;{{delete| because it's unused and unneeded (see User talk:Lord Shade)}}&amp;lt;/nowiki&amp;gt;&amp;quot;.)&lt;br /&gt;
# 02:24, 17 June, 2006 Elembis deleted &amp;quot;Image:Neu.JPG&amp;quot; (Delete uncontested after one week; unused; description was: &amp;quot;&amp;lt;nowiki&amp;gt;{{delete| because :Image:Hoehle.JPG has a higher resolution and is otherwise identical}}&amp;lt;/nowiki&amp;gt;&amp;quot;.) &lt;br /&gt;
# 22:29, 7 June 2006 Lint deleted &amp;quot;Template:Infobox Village&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:28, 7 June 2006 Lint deleted &amp;quot;Category:Clans for Outsiders&amp;quot; (content was: '&amp;lt;nowiki&amp;gt;{{delete| because :Category:Clans for outsiders covers this.}}&amp;lt;/nowiki&amp;gt;')&lt;br /&gt;
# 22:28, 7 June 2006 Lint deleted &amp;quot;Category:Clans for Natives&amp;quot; (content was: '&amp;lt;nowiki&amp;gt;{{delete| because :Category:Clans for natives covers this now}}&amp;lt;/nowiki&amp;gt;')&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn shipwreck.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn york.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn wiksik.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn raktam.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn durham.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn derby.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn dalpok.png&amp;quot; (observing week-old uncontested deletion request)&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=8716</id>
		<title>Category talk:Delete</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=8716"/>
		<updated>2006-07-18T05:33:06Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Clans 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Valid reasons for deletion ==&lt;br /&gt;
Current policy is to only delete pages and files which have been tagged for deletion for at least one week (see [[Template:Delete]]) without being contested on this talk page. (Pages whose deletion requests have been contested may only be deleted if there is a consensus to do so.) Deletions and deletion requests are acceptable for articles, files, categories, and templates in the main [http://meta.wikimedia.org/wiki/namespace namespace] with:&lt;br /&gt;
* '''No content''' or very little content (being under 1,024 bytes in size) ''(does not apply to categories and templates)'';&lt;br /&gt;
* '''Inappropriate content''', which may include spam, illegal or vulgar content, or any content unrelated to the game; or&lt;br /&gt;
* '''Redundant content''', being identical or nearly identical to an existing page that is more widely used.&lt;br /&gt;
[[:Category:Redirects|Redirects]], [[Special:Categories|categories]] and [[:Category:Templates|templates]] are eligible for deletion if they are unused or virtually unused (according to Special:Whatlinkshere or, in the case of categories, the category listing) and have no apparent use or potential. Redirects for common misspellings, abbreviations, and synonyms are acceptable.&lt;br /&gt;
&lt;br /&gt;
User subpages and clan pages may be deleted at the request of the original author if no other users have made major edits to them.&lt;br /&gt;
&lt;br /&gt;
A talk page may be deleted without notice if its article doesn't exist and its content appears elsewhere on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Talk page policy discussion ==&lt;br /&gt;
I think it goes without saying that for any page that is deleted the accompanying talk page should be removed as well. It's a process that doesn't require tagging with the Delete template, though that helps point out to administrators that there is a talk page. --[[User:Lint|Lint]] 22:22, 18 June 2006 (BST)&lt;br /&gt;
:Agreed; see my addition above. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:53, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Redirects==&lt;br /&gt;
Due to the large volume of nominations, the redirect deletion nominations that occurred on 11 June 2006 will be discussed here. Please leave comments listed under the opening statement. Please leave your vote in the appropriate keep or kill list for better tabulation. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
:This looks like the place for redirects that are deletion candidates. Is there another place for us to archive the &amp;quot;best of&amp;quot; redirects: Redirects that can be nominated as integral to the current structure of the wiki? For example, I would suggest that all of the '''skills''' (e.g. [[Scavenging]]), '''terrain types''', '''character classes''', and '''items''' in Shartak need at least one redirect, until such time as each term earns its own individual page. --[[User:Tycho44|Tycho44]] 22:00, 13 June 2006 (BST)&lt;br /&gt;
::Perhaps note those on the [[Category talk:Redirects]] page? Is that visible enough? --[[User:Lint|Lint]] 22:19, 13 June 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;I dont know why this is an issue. There can never be too many redirects in my opinion. If someone editing an article writes &amp;quot;[[Advanced Tracking]]&amp;quot;, better if it redirects to [[Tracking]] than having a red link. If someone directly enters an address into the url bar of their browser, e.g. if they go to [[Main Page]] and replace the words &amp;quot;Main Page&amp;quot; in the url with an alternate capitalization scheme or an alternate wording of an item or skill or group or anything else, better they get a redirect to the relevant thing than an empty page. If someone enters a word into the search box and hits enter, but what they enter isn't the precisely correct capitalization/phrasing/plural of the item or skill or whatever they are looking for, better they get redirected to the relevant article than to a blank page. E.g. If someone hears about the heavy sword in-game, and comes here, types &amp;quot;sword&amp;quot; into the search box, much better that they get redirect to [[Items]] (or melee weapons, if it is ever created) so they can read about heavy sword, rather than getting a page full of search results which includes suggestions pages, group pages, and other non-relevant pages. Clan pages should have any necessary redirects if there are variations in their name. e.g. Wicksick headhunters, Wicksick Headhunters, Wiksik headhunters, Wiksick headhunters etc. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
:First, if someone editing an article links to ''Advanced Tracking'', they miscapitalized the skill's name. Such errors should be corrected in the articles containing them, not accomodated by keeping and creating redirects for every typo we encounter. (That is, the redirect is only needed if the typo isn't fixed.) Second, if someone types in a URL for an article that doesn't exist, they shouldn't get anything; that's what the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; buttons are for. Servers shouldn't be expected to accommodate URL guessing by users who can just as easily visit the main page and search for what they want. Third, we've already established that capitalization is irrelevant for the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; functions. Also, I'm rather sure that the only plurals up for deletion are those that are wrongly capitalized, such as ''Poisonous Berries'' (which is unnecessary given the existence of ''Poisonous berries''). And finally, searches for phrases with words out of order (such as &amp;quot;york patriots order&amp;quot;) are extremely likely to give the correct page (''Order of Patriots'') as the #1 hit , so redirects are unnecessary for the very few people who might enter such search terms. In short, we shouldn't use redirects for things the &amp;quot;Search&amp;quot; button was made to handle. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:29, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Uppercases ===&lt;br /&gt;
:''Advanced Tracking, Expert Tracking, Firearms Training, First Aid, Natural Medicine''&lt;br /&gt;
Not necessarily bad uppercases. Thery are common enough for use with the search bar and the &amp;quot;go&amp;quot; feature. (Note: Per example provided by Elembis, the author has removed their initial Keep vote.) --[[User:Lint|Lint]] 19:29, 11 June 2006 (BST))&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
&amp;lt;!-- # '''Keep''' - --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST) --&amp;gt;&lt;br /&gt;
# '''Keep'''. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Kill'''. &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; appear to be case-insensitive. For example, [[Native knowledge]] doesn't exist, but typing &amp;quot;native knowledge&amp;quot; in the search box and hitting &amp;quot;Go&amp;quot; takes me to [[Native Knowledge]] (which redirects to [[Skills]]). Also, searches for &amp;quot;native knowledge&amp;quot; and &amp;quot;Native Knowledge&amp;quot; give identical results. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:16, 11 June 2006 (BST)&lt;br /&gt;
# '''Kill''' As noted, this redirect has no actual function. The wiki operates correctly without it (using lowercase redirect). --[[User:Tycho44|Tycho44]] 05:32, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
:''Clans, Herbs, Huts, Spirits''&lt;br /&gt;
Not necessarily bad plurals. They are common terms useful when using the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. I made all of these deletion requests without &amp;quot;Go&amp;quot; in mind. Plurals are indeed useful enough to be worth keeping. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:37, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' The term ''herbs'' is extremely common, far more likely than ''herb''. --[[User:Tycho44|Tycho44]] 05:16, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
:''Sword, Trading post''&lt;br /&gt;
Ingame terms or conceivably common player-used alternatives.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. The game itself says &amp;quot;It looks like this hut is some kind of native '''trading post'''&amp;quot;, at least in Raktam, and &amp;quot;sword&amp;quot; is a close synonym for &amp;quot;heavy sword&amp;quot;. However, I think we should be careful to only allow articles for terms that are actually used by the game or other players, rather than open the door for all terms players might use as synonyms (&amp;quot;shop&amp;quot;, &amp;quot;market&amp;quot;, &amp;quot;merchant's store&amp;quot;, etc.). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Clans 1 ===&lt;br /&gt;
:''RE, Mercenarys Guild''&lt;br /&gt;
Clan acronyms and workarounds to punctuation (periods, apostrophes and so forth) should be acceptible.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Strong Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
# '''Whatever'''. =) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Clans 2 ===&lt;br /&gt;
:''Order of York Patriots, The Order of Patriots, The south shartak trading company, The Wailers, York Patriots, ''&lt;br /&gt;
A bit spammy perhaps, but they help mainly with use with the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Split'''. Redirects consisting only of a clan's name prefixed by &amp;quot;The&amp;quot; are okay and likely to be searched for, so we should '''keep''' ''The Order of Patriots'' and ''The south shartak trading company'' (moving it to ''The South Shartak Trading Company''). However, we should '''kill''' greater deviations like ''Order of York Patriots'' because they are (1) probably searched for rarely, if at all, (2) extremely likely to give the correct page as the top hit in a search if the redirect doesn't exist (e.g., search for &amp;quot;order of patriots york&amp;quot; or &amp;quot;headhunters wiksik&amp;quot;), (3) likely to point people to the wrong clan page, or be contested, without a vagueness limit (e.g., does &amp;quot;york protectors&amp;quot; refer to the [[Colonial Police]] or the [[Order of Patriots]]?), and (4) likely to cause additional (if limited) article bloat as more clans are formed. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
==Added==&lt;br /&gt;
# 00:07, 12 June 2006 - [[:Category:Clans for both]]&lt;br /&gt;
# 11 June 2006 - [[Shartak Community Portal]] (redirect) (w/ [[Talk:Shartak Community Portal|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[York Patriots]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[XP Gains]] (redirect) (w/ [[Talk:XP Gains|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Wild Boar]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Wifey]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Trading post]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Trading Hut Stock Reports]] (redirect) (w/ [[Talk:Trading Hut Stock Reports|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Tips and Tricks]] (redirect) (w/ [[Talk:Tips and Tricks|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[The south shartak trading company]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The order of patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The order of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The Wailers]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The Order of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Temple Ruins]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Tasty Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Tasty Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sword]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Suggestions/Header]] (redirect) (w/ [[Talk:Suggestions/Header|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Spirits]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[South shartak trading company]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Small Deer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Small Cave]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sigfrid]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sharpening Stone]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Search Odds Results]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[S.P.I.R.I.T.S]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Rifle Bullet]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Requests for Information]] (redirect) (w/ [[Talk:Requests for Information|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[RE]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Poisonous Snake]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poisonous Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poisonous Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Dart]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Piece of Driftwood]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Order of patriots]] (redirect) (w/ [[Talk:Order of patriots|Talk page]]) ~&lt;br /&gt;
# 11 June 2006 - [[Order of York Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Order Of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Mercenarys Guild]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Large Stag]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Large Deer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Jabberwockee]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Identify Friend or Foe Initiatiive]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Huts]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Herbs]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Heavy Sword]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Healing Herbs]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gourd of Water]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gold Coins]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gold Coin]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Game Design]] (redirect) (w/ [[Talk:Game Design|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[GPS Unit]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Frequently Asked Questions]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[First aid]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[First Aid Kit]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Firearms training]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Expert tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Experience Points]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Home Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact home shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Roaming Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Home Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Clans]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Bottle of Water]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Bottle of Rum]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Bottle of Beer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Blunt Machete]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Blunt Cutlass]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Basic tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Advanced tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Natural medicine]] (redirect) *&lt;br /&gt;
# 19:51, 9 June 2006 - [[Guardians of Dalpok]] (w/ [[Talk:Guardians of Dalpok|Talk page]])&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
# 02:35, 17 June 2006 Elembis deleted &amp;quot;Category talk:Guide to searching&amp;quot; (Delete uncontested after one week; unused; recommended for deletion &amp;quot;because :Category_talk:Statistics covers this.&amp;quot;.)&lt;br /&gt;
# 02:33, 17 June 2006 Elembis deleted &amp;quot;Category talk:User&amp;quot; (Delete uncontested after one week; unused; unneeded (see Special:Listusers).) &lt;br /&gt;
# 02:30, 17 June 2006 Elembis deleted &amp;quot;Category:Shamen&amp;quot; (Delete uncontested after one week; unused; recommended for deletion &amp;quot;as an unused redirect and empty category&amp;quot;.)&lt;br /&gt;
# 02:27, 17 June, 2006 Elembis deleted &amp;quot;Category:User&amp;quot; (Delete uncontested after one week; unused; unneeded (see Special:Listusers).)&lt;br /&gt;
# 02:26, 17 June 2006 Elembis deleted &amp;quot;Category:Guide to searching&amp;quot; (Delete uncontested after on week; unused; deletetion recommended &amp;quot;because :Category:Statistics covers this.&amp;quot;.)&lt;br /&gt;
# 02:25, 17 June 2006 Elembis deleted &amp;quot;Image:Stc30yd.jpg&amp;quot; (Delete uncontested after one week; unused; description was: &amp;quot;&amp;lt;nowiki&amp;gt;{{delete| because it's unused and unneeded (see User talk:Lord Shade)}}&amp;lt;/nowiki&amp;gt;&amp;quot;.)&lt;br /&gt;
# 02:24, 17 June, 2006 Elembis deleted &amp;quot;Image:Neu.JPG&amp;quot; (Delete uncontested after one week; unused; description was: &amp;quot;&amp;lt;nowiki&amp;gt;{{delete| because :Image:Hoehle.JPG has a higher resolution and is otherwise identical}}&amp;lt;/nowiki&amp;gt;&amp;quot;.) &lt;br /&gt;
# 22:29, 7 June 2006 Lint deleted &amp;quot;Template:Infobox Village&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:28, 7 June 2006 Lint deleted &amp;quot;Category:Clans for Outsiders&amp;quot; (content was: '&amp;lt;nowiki&amp;gt;{{delete| because :Category:Clans for outsiders covers this.}}&amp;lt;/nowiki&amp;gt;')&lt;br /&gt;
# 22:28, 7 June 2006 Lint deleted &amp;quot;Category:Clans for Natives&amp;quot; (content was: '&amp;lt;nowiki&amp;gt;{{delete| because :Category:Clans for natives covers this now}}&amp;lt;/nowiki&amp;gt;')&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn shipwreck.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn york.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn wiksik.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn raktam.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn durham.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn derby.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn dalpok.png&amp;quot; (observing week-old uncontested deletion request)&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=8715</id>
		<title>Category talk:Delete</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=8715"/>
		<updated>2006-07-18T05:32:27Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Uppercases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Valid reasons for deletion ==&lt;br /&gt;
Current policy is to only delete pages and files which have been tagged for deletion for at least one week (see [[Template:Delete]]) without being contested on this talk page. (Pages whose deletion requests have been contested may only be deleted if there is a consensus to do so.) Deletions and deletion requests are acceptable for articles, files, categories, and templates in the main [http://meta.wikimedia.org/wiki/namespace namespace] with:&lt;br /&gt;
* '''No content''' or very little content (being under 1,024 bytes in size) ''(does not apply to categories and templates)'';&lt;br /&gt;
* '''Inappropriate content''', which may include spam, illegal or vulgar content, or any content unrelated to the game; or&lt;br /&gt;
* '''Redundant content''', being identical or nearly identical to an existing page that is more widely used.&lt;br /&gt;
[[:Category:Redirects|Redirects]], [[Special:Categories|categories]] and [[:Category:Templates|templates]] are eligible for deletion if they are unused or virtually unused (according to Special:Whatlinkshere or, in the case of categories, the category listing) and have no apparent use or potential. Redirects for common misspellings, abbreviations, and synonyms are acceptable.&lt;br /&gt;
&lt;br /&gt;
User subpages and clan pages may be deleted at the request of the original author if no other users have made major edits to them.&lt;br /&gt;
&lt;br /&gt;
A talk page may be deleted without notice if its article doesn't exist and its content appears elsewhere on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Talk page policy discussion ==&lt;br /&gt;
I think it goes without saying that for any page that is deleted the accompanying talk page should be removed as well. It's a process that doesn't require tagging with the Delete template, though that helps point out to administrators that there is a talk page. --[[User:Lint|Lint]] 22:22, 18 June 2006 (BST)&lt;br /&gt;
:Agreed; see my addition above. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:53, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Redirects==&lt;br /&gt;
Due to the large volume of nominations, the redirect deletion nominations that occurred on 11 June 2006 will be discussed here. Please leave comments listed under the opening statement. Please leave your vote in the appropriate keep or kill list for better tabulation. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
:This looks like the place for redirects that are deletion candidates. Is there another place for us to archive the &amp;quot;best of&amp;quot; redirects: Redirects that can be nominated as integral to the current structure of the wiki? For example, I would suggest that all of the '''skills''' (e.g. [[Scavenging]]), '''terrain types''', '''character classes''', and '''items''' in Shartak need at least one redirect, until such time as each term earns its own individual page. --[[User:Tycho44|Tycho44]] 22:00, 13 June 2006 (BST)&lt;br /&gt;
::Perhaps note those on the [[Category talk:Redirects]] page? Is that visible enough? --[[User:Lint|Lint]] 22:19, 13 June 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;I dont know why this is an issue. There can never be too many redirects in my opinion. If someone editing an article writes &amp;quot;[[Advanced Tracking]]&amp;quot;, better if it redirects to [[Tracking]] than having a red link. If someone directly enters an address into the url bar of their browser, e.g. if they go to [[Main Page]] and replace the words &amp;quot;Main Page&amp;quot; in the url with an alternate capitalization scheme or an alternate wording of an item or skill or group or anything else, better they get a redirect to the relevant thing than an empty page. If someone enters a word into the search box and hits enter, but what they enter isn't the precisely correct capitalization/phrasing/plural of the item or skill or whatever they are looking for, better they get redirected to the relevant article than to a blank page. E.g. If someone hears about the heavy sword in-game, and comes here, types &amp;quot;sword&amp;quot; into the search box, much better that they get redirect to [[Items]] (or melee weapons, if it is ever created) so they can read about heavy sword, rather than getting a page full of search results which includes suggestions pages, group pages, and other non-relevant pages. Clan pages should have any necessary redirects if there are variations in their name. e.g. Wicksick headhunters, Wicksick Headhunters, Wiksik headhunters, Wiksick headhunters etc. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
:First, if someone editing an article links to ''Advanced Tracking'', they miscapitalized the skill's name. Such errors should be corrected in the articles containing them, not accomodated by keeping and creating redirects for every typo we encounter. (That is, the redirect is only needed if the typo isn't fixed.) Second, if someone types in a URL for an article that doesn't exist, they shouldn't get anything; that's what the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; buttons are for. Servers shouldn't be expected to accommodate URL guessing by users who can just as easily visit the main page and search for what they want. Third, we've already established that capitalization is irrelevant for the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; functions. Also, I'm rather sure that the only plurals up for deletion are those that are wrongly capitalized, such as ''Poisonous Berries'' (which is unnecessary given the existence of ''Poisonous berries''). And finally, searches for phrases with words out of order (such as &amp;quot;york patriots order&amp;quot;) are extremely likely to give the correct page (''Order of Patriots'') as the #1 hit , so redirects are unnecessary for the very few people who might enter such search terms. In short, we shouldn't use redirects for things the &amp;quot;Search&amp;quot; button was made to handle. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:29, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Uppercases ===&lt;br /&gt;
:''Advanced Tracking, Expert Tracking, Firearms Training, First Aid, Natural Medicine''&lt;br /&gt;
Not necessarily bad uppercases. Thery are common enough for use with the search bar and the &amp;quot;go&amp;quot; feature. (Note: Per example provided by Elembis, the author has removed their initial Keep vote.) --[[User:Lint|Lint]] 19:29, 11 June 2006 (BST))&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
&amp;lt;!-- # '''Keep''' - --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST) --&amp;gt;&lt;br /&gt;
# '''Keep'''. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Kill'''. &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; appear to be case-insensitive. For example, [[Native knowledge]] doesn't exist, but typing &amp;quot;native knowledge&amp;quot; in the search box and hitting &amp;quot;Go&amp;quot; takes me to [[Native Knowledge]] (which redirects to [[Skills]]). Also, searches for &amp;quot;native knowledge&amp;quot; and &amp;quot;Native Knowledge&amp;quot; give identical results. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:16, 11 June 2006 (BST)&lt;br /&gt;
# '''Kill''' As noted, this redirect has no actual function. The wiki operates correctly without it (using lowercase redirect). --[[User:Tycho44|Tycho44]] 05:32, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
:''Clans, Herbs, Huts, Spirits''&lt;br /&gt;
Not necessarily bad plurals. They are common terms useful when using the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. I made all of these deletion requests without &amp;quot;Go&amp;quot; in mind. Plurals are indeed useful enough to be worth keeping. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:37, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' The term ''herbs'' is extremely common, far more likely than ''herb''. --[[User:Tycho44|Tycho44]] 05:16, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
:''Sword, Trading post''&lt;br /&gt;
Ingame terms or conceivably common player-used alternatives.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. The game itself says &amp;quot;It looks like this hut is some kind of native '''trading post'''&amp;quot;, at least in Raktam, and &amp;quot;sword&amp;quot; is a close synonym for &amp;quot;heavy sword&amp;quot;. However, I think we should be careful to only allow articles for terms that are actually used by the game or other players, rather than open the door for all terms players might use as synonyms (&amp;quot;shop&amp;quot;, &amp;quot;market&amp;quot;, &amp;quot;merchant's store&amp;quot;, etc.). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Clans 1 ===&lt;br /&gt;
:''RE, Mercenarys Guild''&lt;br /&gt;
Clan acronyms and workarounds to punctuation (periods, apostrophes and so forth) should be acceptible.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Strong Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
# '''Whatever'''. =) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Clans 2 ===&lt;br /&gt;
:''Order of York Patriots, The Order of Patriots, The south shartak trading company, The Wailers, York Patriots, ''&lt;br /&gt;
A bit spammy perhaps, but they help mainly with use with the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Split'''. Redirects consisting only of a clan's name prefixed by &amp;quot;The&amp;quot; are okay and likely to be searched for, so we should '''keep''' ''The Order of Patriots'' and ''The south shartak trading company'' (moving it to ''The South Shartak Trading Company''). However, we should '''kill''' greater deviations like ''Order of York Patriots'' because they are (1) probably searched for rarely, if at all, (2) extremely likely to give the correct page as the top hit in a search if the redirect doesn't exist (e.g., search for &amp;quot;order of patriots york&amp;quot; or &amp;quot;headhunters wiksik&amp;quot;), (3) likely to point people to the wrong clan page, or be contested, without a vagueness limit (e.g., does &amp;quot;york protectors&amp;quot; refer to the [[Colonial Police]] or the [[Order of Patriots]]?), and (4) likely to cause additional (if limited) article bloat as more clans are formed. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
==Added==&lt;br /&gt;
# 00:07, 12 June 2006 - [[:Category:Clans for both]]&lt;br /&gt;
# 11 June 2006 - [[Shartak Community Portal]] (redirect) (w/ [[Talk:Shartak Community Portal|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[York Patriots]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[XP Gains]] (redirect) (w/ [[Talk:XP Gains|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Wild Boar]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Wifey]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Trading post]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Trading Hut Stock Reports]] (redirect) (w/ [[Talk:Trading Hut Stock Reports|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Tips and Tricks]] (redirect) (w/ [[Talk:Tips and Tricks|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[The south shartak trading company]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The order of patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The order of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The Wailers]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The Order of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Temple Ruins]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Tasty Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Tasty Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sword]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Suggestions/Header]] (redirect) (w/ [[Talk:Suggestions/Header|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Spirits]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[South shartak trading company]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Small Deer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Small Cave]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sigfrid]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sharpening Stone]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Search Odds Results]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[S.P.I.R.I.T.S]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Rifle Bullet]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Requests for Information]] (redirect) (w/ [[Talk:Requests for Information|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[RE]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Poisonous Snake]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poisonous Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poisonous Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Dart]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Piece of Driftwood]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Order of patriots]] (redirect) (w/ [[Talk:Order of patriots|Talk page]]) ~&lt;br /&gt;
# 11 June 2006 - [[Order of York Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Order Of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Mercenarys Guild]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Large Stag]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Large Deer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Jabberwockee]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Identify Friend or Foe Initiatiive]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Huts]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Herbs]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Heavy Sword]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Healing Herbs]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gourd of Water]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gold Coins]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gold Coin]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Game Design]] (redirect) (w/ [[Talk:Game Design|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[GPS Unit]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Frequently Asked Questions]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[First aid]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[First Aid Kit]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Firearms training]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Expert tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Experience Points]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Home Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact home shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Roaming Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Home Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Clans]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Bottle of Water]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Bottle of Rum]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Bottle of Beer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Blunt Machete]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Blunt Cutlass]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Basic tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Advanced tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Natural medicine]] (redirect) *&lt;br /&gt;
# 19:51, 9 June 2006 - [[Guardians of Dalpok]] (w/ [[Talk:Guardians of Dalpok|Talk page]])&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
# 02:35, 17 June 2006 Elembis deleted &amp;quot;Category talk:Guide to searching&amp;quot; (Delete uncontested after one week; unused; recommended for deletion &amp;quot;because :Category_talk:Statistics covers this.&amp;quot;.)&lt;br /&gt;
# 02:33, 17 June 2006 Elembis deleted &amp;quot;Category talk:User&amp;quot; (Delete uncontested after one week; unused; unneeded (see Special:Listusers).) &lt;br /&gt;
# 02:30, 17 June 2006 Elembis deleted &amp;quot;Category:Shamen&amp;quot; (Delete uncontested after one week; unused; recommended for deletion &amp;quot;as an unused redirect and empty category&amp;quot;.)&lt;br /&gt;
# 02:27, 17 June, 2006 Elembis deleted &amp;quot;Category:User&amp;quot; (Delete uncontested after one week; unused; unneeded (see Special:Listusers).)&lt;br /&gt;
# 02:26, 17 June 2006 Elembis deleted &amp;quot;Category:Guide to searching&amp;quot; (Delete uncontested after on week; unused; deletetion recommended &amp;quot;because :Category:Statistics covers this.&amp;quot;.)&lt;br /&gt;
# 02:25, 17 June 2006 Elembis deleted &amp;quot;Image:Stc30yd.jpg&amp;quot; (Delete uncontested after one week; unused; description was: &amp;quot;&amp;lt;nowiki&amp;gt;{{delete| because it's unused and unneeded (see User talk:Lord Shade)}}&amp;lt;/nowiki&amp;gt;&amp;quot;.)&lt;br /&gt;
# 02:24, 17 June, 2006 Elembis deleted &amp;quot;Image:Neu.JPG&amp;quot; (Delete uncontested after one week; unused; description was: &amp;quot;&amp;lt;nowiki&amp;gt;{{delete| because :Image:Hoehle.JPG has a higher resolution and is otherwise identical}}&amp;lt;/nowiki&amp;gt;&amp;quot;.) &lt;br /&gt;
# 22:29, 7 June 2006 Lint deleted &amp;quot;Template:Infobox Village&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:28, 7 June 2006 Lint deleted &amp;quot;Category:Clans for Outsiders&amp;quot; (content was: '&amp;lt;nowiki&amp;gt;{{delete| because :Category:Clans for outsiders covers this.}}&amp;lt;/nowiki&amp;gt;')&lt;br /&gt;
# 22:28, 7 June 2006 Lint deleted &amp;quot;Category:Clans for Natives&amp;quot; (content was: '&amp;lt;nowiki&amp;gt;{{delete| because :Category:Clans for natives covers this now}}&amp;lt;/nowiki&amp;gt;')&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn shipwreck.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn york.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn wiksik.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn raktam.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn durham.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn derby.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn dalpok.png&amp;quot; (observing week-old uncontested deletion request)&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Elembis&amp;diff=8714</id>
		<title>User talk:Elembis</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Elembis&amp;diff=8714"/>
		<updated>2006-07-18T05:29:39Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Greasemonkey scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gold standard ==&lt;br /&gt;
Thanks for helping clean up the wiki info. For the dollar values, gold coins were intentionally priced at $100 even though it wasn't the lowest common denominator -- I put more comments at the top of [[Talk:Trading]]. --[[User:Tycho44|Tycho44]] 03:04, 18 May 2006 (BST)&lt;br /&gt;
:Shouldn't this be on his discussion page?--[[User:Wifey|Wifey]] 06:05, 18 May 2006 (BST)&lt;br /&gt;
::Ta-da. {{unsigned|Lint|04:16, May 18, 2006 (BST)}}&lt;br /&gt;
Wups - Sorry about the mistaken edit. Thanks for creating the weapon breakage / dullage / critical hits / jungle-chopping XP gains page. --[[User:Tycho44|Tycho44]] 18:37, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Shark bites==&lt;br /&gt;
''*ping*'' On the [[Animals]] page you said that Shark bites persist, but this should probably be reported as one of the [[Bugs]]. On the [[Game design]] page, the first section (Persistent Shark Bites), [[User:Simon|Simon]] claims that: &lt;br /&gt;
:''With the changes to the Shaman a couple of weeks ago, the shark bites are no longer persistent. --Simon 21:32, 8 May 2006 (BST)''&lt;br /&gt;
{{unsigned|Tycho44|07:48, May 22, 2006 (UTC)}}&lt;br /&gt;
:Got it. I was going by information on [[Bugs:Not#Still_wounded_after_resurrection|Bugs#Not]] and didn't notice that a change had been made. Thanks! &amp;amp;mdash; [[User:Elembis|Elembis]] 17:06, 22 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Shaman redirects==&lt;br /&gt;
Re: [[Shaman]]. Yeah, my thinking was redirecting the village shaman names to the shaman page since they aren't moving right now. However, I think it is beneficial to keep the wandering shaman articles listed individually so that chronological reports can easily be made and very geeky shaman tracking data can be extrapolated. --[[User:Lint|Lint]] 04:46, 23 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:You're right, tracking them over time would be interesting and probably insightful. How about redirecting their pages to [[Shaman]] and tracking them by commenting out previous date/time information each time the table is updated? The advantages would be that we would have all shaman information in one place and that each sighting would require only one edit. It'd be tricker to update, but not terribly difficult. A few comment tags in the code and an explanation in the article should be enough for most users to understand the process. &amp;amp;mdash; [[User:Elembis|Elembis]] 04:54, 23 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::I'm not sure if the current table layout would work because it would become increasingly difficult to dig through the growing commented code to record new data. Will the data be stored under headings for each shaman to allow for quick section edits? --[[User:Lint|Lint]] 05:12, 23 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:::Yes, code clutter could be a problem. I think the best way to limit it would be to leave the current table alone and put a big comment tag under it. It would look something like this (feel free to edit this yourself):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 7em&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;...&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| Zakano || {{GPS|70|446|26|453}}&amp;lt;br /&amp;gt;00:52, 22 May 2006 (BST)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
PREVIOUS SIGHTINGS (Move replaced GPS/time information to its own line at the TOP of the appropriate list here)&lt;br /&gt;
&lt;br /&gt;
Atok:&lt;br /&gt;
&lt;br /&gt;
Movak:&lt;br /&gt;
&lt;br /&gt;
Pabkim:&lt;br /&gt;
&lt;br /&gt;
Zakano:&lt;br /&gt;
{{GPS|70|436|26|492}}&amp;lt;br/&amp;gt;00:44, 19 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
...&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::This would be accompanied by a note on the article: &amp;quot;When you see one of these [wandering] shamans, please edit this article and move the old GPS and time to the 'Previous Sightings' comment tag that you will see.&amp;quot; Even if we don't do this, wandering shamans should get their own section in order to make updates easier to make and also easier to summarize (since edit summaries for section edits automatically start with the section's name).&lt;br /&gt;
&lt;br /&gt;
:::BTW, I previously changed &amp;quot;coordinates of spring&amp;quot; to &amp;quot;coordinates&amp;quot; because springs are invisible and inseparable from their respective village shamans. Traders, on the other hand, can apparently leave their huts, which is why the related column header on [[Trader]] reads &amp;quot;coordinates of hut&amp;quot;. &amp;amp;mdash; [[User:Elembis|Elembis]] 05:38, 23 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::::I was just thinking... We could tear down the existing shaman pages to list only the most recent coordinate and timestamp. Then we hide the past positions wrapped in a &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tag. We then reference the individual pages using the composite page mechanics on the Shaman page. --[[User:Lint|Lint]] 06:02, 23 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:::::''Beautiful''. If that works, and I don't see why it shouldn't if we use the &amp;lt;nowiki&amp;gt;&amp;lt;nowiki&amp;gt; and &amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags properly, the current locations of wandering shamans would be shown on [[Shaman]] and their rovings (and current positions) would be displayed on their respective pages. That sounds like a great plan. &amp;amp;mdash; [[User:Elembis|Elembis]] 07:31, 23 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::::::Wow, nice work! I removed the Ubermaplink2 template since the GPS template accomplishes that. I also broke the sentence up so it might be easier to just copy and paste the data when moving it into the other section. --[[User:Lint|Lint]] 08:26, 23 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:::::::Looks great! --[[User:Tycho44|Tycho44]] 06:46, 24 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Machete Breaks==&lt;br /&gt;
''Original message: [[User talk:Wifey#Machete breaks]]''&lt;br /&gt;
:Admittedly, I didn't think of it until after the machete broke. The machete broke on the second swing, however, so the data is quite accurate. In the future, it should be easier to remember to add my two cents in.--[[User:Wifey|Wifey]] 02:49, 24 May 2006 (BST)&lt;br /&gt;
::''Response: [[User talk:Wifey#Machete breaks]]''&lt;br /&gt;
&lt;br /&gt;
== Capitalization and article names ==&lt;br /&gt;
''Original message: [[User talk:Lint#Capitalization and article names]]''&lt;br /&gt;
:Hah. Yes, I had a sudden urge to change the capitalization when I saw your edit for Tips and Tricks linking to the UI article. But then I was suddenly struck by seeing how practically nothing links to that page and I couldn't really forsee anything else really linking to it in the future. I settled on leaving things as they are for now. I think the current assortment of articles with multiple capitalization - Character Classes, Game Design, Requests for Information, Search Odds Condensed, Tips and Tricks, Trading Hut Stock Reports, and User Interface - are acceptable since they are not as widely referenced as others (though Character Classes might need a Class redirect). I just don't see a pressing need to retroactively enforce the lower-casing policy right now. --[[User:Lint|Lint]] 08:48, 27 May 2006 (BST)&lt;br /&gt;
::''Response: [[User talk:Lint#Capitalization and article names]]''&lt;br /&gt;
:::Please feel free to do so, I see no problem with reasonable article renaming. I guess the Clan categorization needs to be taken care of sooner rather than later as it will be quite a chore to do anything about it in the future. --[[User:Lint|Lint]] 09:37, 27 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Links and redirects ==&lt;br /&gt;
Looking at the links on the Writing page is a bit of a nightmare. While they helpfully point the reader to the proper location, they become a little unwieldly when moving pages around. We have redirects for items and terrain, I say we might as well use them. I'm also considering creating redirects for AP, HP, and XP to Gameplay. Sound sensible? --[[User:Lint|Lint]] 00:00, 28 May 2006 (BST)&lt;br /&gt;
:''Response: [[User talk:Lint#Links and redirects]]&lt;br /&gt;
&lt;br /&gt;
== Healing Herb(s) ==&lt;br /&gt;
We must do battle! *draws sword* --[[User:Lint|Lint]] 02:31, 28 May 2006 (BST)&lt;br /&gt;
:''First blood: [[User talk:Lint#Healing Herb(s)]]''&lt;br /&gt;
::Well, I don't have a real preference for either redirect and won't go out of my way to conform the links to one style over the other in the future. --[[User:Lint|Lint]] 02:56, 28 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Search Odds Data Collection format==&lt;br /&gt;
My request for comments about using tables is the first section of [[Talk:Search Odds Condensed]]. --[[User:Tycho44|Tycho44]] 20:19, 31 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Style==&lt;br /&gt;
Elembis, I'm not sure if you use the forum, but I've made a [http://shartak.forumsplace.com/message153.html proposal] to adjust the template code. Since you've had first-hand experience writing an alternative style and a Greasemonkey script, your insight would be appreciated. --[[User:Lint|Lint]] 16:44, 1 June 2006 (BST)&lt;br /&gt;
:''Response: [[User talk:Lint#Style]]''&lt;br /&gt;
&lt;br /&gt;
==Trading Hut stock reports==&lt;br /&gt;
Fuel for the greasemonkey at [[Talk:Trading_hut_stock_reports#Formatting]]. --[[User:Tycho44|Tycho44]] 21:59, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Category:Redirects ==&lt;br /&gt;
Well, someone was busy. Thank you for taking care of that. --[[User:Lint|Lint]] 18:21, 11 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Discussion locations for delete-marked pages ==&lt;br /&gt;
''Original message: [[User talk:Lint#Discussion locations for delete-marked pages]]''&lt;br /&gt;
:Prior to utilizing the Category_talk:Delete page as a deletion log, I was considering setting something up like Project:Deletions, but it seemed too formal (and like too much work). But the argument that a hub would reduce unnecessary page creation and be easier to keep track of makes sense. Feel free to start it up, if you'd like. --[[User:Lint|Lint]] 01:41, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== How to capitalise skill names like First Aid (vs first aid) ==&lt;br /&gt;
&lt;br /&gt;
Simon weighed in in favor of all lowercase (except for the first word) when referring to skill names, and he changed the appearance of Shartak profiles and Shartak skill pages to use an all lowercase standard. Since this is also de facto universal wiki standard, this strongly favors switching over to all-lowercase skill names throughout the wiki. Let me know if you have opinions. Thanks! --[[User:Tycho44|Tycho44]] 22:30, 16 June 2006 (BST)&lt;br /&gt;
:''Response: [[User talk:Tycho44#How to capitalise skill names like First Aid (vs first aid)]]''&lt;br /&gt;
&lt;br /&gt;
== New column order available at the Trading hut stock reports ==&lt;br /&gt;
&lt;br /&gt;
Hooray! my laziness paid off. Thanks for the new table order. :) --[[User:Tycho44|Tycho44]] 23:09, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Re: [[The_Shartak_Wiki:Community_Portal#Other_projects|Shartak Underworld]] ==&lt;br /&gt;
&lt;br /&gt;
Wow. That's just the sort of thing that the killers will truly enjoy. --[[User:Lint|Lint]] 17:43, 20 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is really great, and should make my upcoming plans a lot easier.  Nice one!  --Gitboy 18:46, 20 June 2006&lt;br /&gt;
&lt;br /&gt;
=== Greasemonkey scripts ===&lt;br /&gt;
&lt;br /&gt;
This service would become invaluable if there was a script to generate buttons on the top-right corner of the profile pages for logging and viewing kills - much like how the Uber Mapper creates buttons for Satellite and Local map.&lt;br /&gt;
&lt;br /&gt;
I've attempted a prototype bookmarklet for those not using Firefox. But while passing in a value for &amp;quot;id&amp;quot; works fine, I'm having a little difficulty getting it to recognize a &amp;quot;log&amp;quot; value through the url.&lt;br /&gt;
&lt;br /&gt;
 var manipAddr = document.location.href.split(&amp;quot;.&amp;quot;);&lt;br /&gt;
 if(manipAddr[1]==&amp;quot;shartak&amp;quot;&amp;amp;&amp;amp;manipAddr[2].substring(0,4)==&amp;quot;com/&amp;quot;) {&lt;br /&gt;
   var pid = manipAddr[3].substring(7,manipAddr[2].length);&lt;br /&gt;
   location.href = &amp;quot;&amp;lt;nowiki&amp;gt;http://www.philosoph.us/misc/shartak/underworld/?log=&amp;lt;/nowiki&amp;gt;&amp;quot; + pid;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Hmm. --[[User:Lint|Lint]] 18:20, 20 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're right, it had a bug that prevented it from logging via the URL argument. It's fixed now; sorry about the trouble. My first thought for an accompanying Greasemonkey script was to have a &amp;quot;(log this kill)&amp;quot; link next to the text that appears when you kill someone, but it'd be more useful to have a link like that on profile pages. (A &amp;quot;See logged deaths and kills&amp;quot; button would also be added in that case.) I'm pretty sure two scripts would be required to put links on profile pages and in-game ones, and I don't want to mess with that, so I'll probably just write one script to make the buttons appear on the profile page. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:39, 20 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Delete-marked redirects ==&lt;br /&gt;
&lt;br /&gt;
Redirects marked for deletion (about 75 of them) are cluttering up the deletion page and the deletion discussion, making it difficult to find discussion of possible deletion for pages that actually matter. In my opinion, redirects are pretty trivial and I could take them or leave them (and imho our policy should be informed in part by whether new editors keep trying to add them back after deletion). By comparison, there are proposed deletions of pages that actually have (or historically had) content. Since it's been more than a month for Redirects, I propose that we Keep the Keeps, Delete the Deletes, clean them all off the Category:Delete page, and move on. --[[User:Tycho44|Tycho44]] 05:29, 18 July 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Lint&amp;diff=8713</id>
		<title>User talk:Lint</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Lint&amp;diff=8713"/>
		<updated>2006-07-18T05:28:23Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Discussion locations for delete-marked pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Search Odds ==&lt;br /&gt;
hey.. thanks for the nod in the search odds! As I guess you noticed I was working on something.. I think it should work ok, but I am worried it may, due to the colspan thing, be complicated and  prone to error for the uninitiated. Take a look, it is on my talk page..&lt;br /&gt;
http://wiki.shartak.com/index.php/User_talk:Fitzcarraldo&lt;br /&gt;
I left out the actual check boxes for items for now, but I think they could be added :) Let me know if you think it would work? [[User:Fitzcarraldo|Fitzcarraldo]] 11:44, 22 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
thanks again for your comments, I added a response to try to explain the approach I am trying to take. Nonetheless I would like to prove it out to see what doesn't work. :) I am going to give it a test over the next week ([[Search Odds Condensed]])where I will add data and then try to analyze it. The more data the better so you are welcome to add as well if you would like! [[User:Fitzcarraldo|Fitzcarraldo]] 15:19, 22 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Data from the first trial I have put up for analysis, here [[Search Odds Condensed (results)]] not really enough data, but interesting nonetheless I think. I have redone the table, it did not work as easily as I had hoped, too much of a pain to have to look up territory types.  :| Anyhow, thought you would be interested in the results. -- [[User:Fitzcarraldo|Fitzcarraldo]] 18:25, 2 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
hello lint.. a user put your search odds on the front page, I reverted that change back to the condensed page.. I hope that is a-ok. please see talk on their user page [http://wiki.shartak.com/index.php/User_talk:Tycho44] to see what I left for the user (do you think we should track classes and type.. native shaman for example?.. that makes collation exponential as you must understand) as they also had changed the [[Search Odds Condensed]] reporting table including classes and then saying the condensed page didn't have a table (it does) pointing people to your [[Search Odds]] page.. I am not looking to cause any trouble, if people want to use the regular [[Search Odds]].. that is super cool, in fact it seems you added the condensed without adding the search odds on the front page.. honestly, at the moment it would just be cool if users added data to something somewhere!? (btw, it seems you were behind the main page update.. it looks good, good job!) -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:47, 26 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
===Search Odds Data Collection format===&lt;br /&gt;
My request for comments about using tables is the first section of [[Talk:Search Odds Condensed]]. --[[User:Tycho44|Tycho44]] 20:20, 31 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Village Pages ==&lt;br /&gt;
Hi Lint, just wanted to extend my appreciation for your helpful edits to the village pages. Nicely done! Cheers -- [[User:Berry|Berry]] 08:35, 14 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Shipwreck map ==&lt;br /&gt;
Thanks for fixing that shipwreck map so it's like the others. --[[User:Murk|Murk]] 21:33, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
I like what you've done with the village/camp/town locations pages on the wiki, very nice. --[[User:Murk|Murk]] 22:32, 12 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Bolding Change (Dalpok stock) ==&lt;br /&gt;
Dalpok has &amp;amp; had a blunt cutlass in stock both times, unless you bought it. Did you want me to mark both of those inventory reports with a (1) to show only one blunt cutlass was in stock? :) --[[User:Tycho44|Tycho44]] 20:01, 3 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Special weapon event odds ==&lt;br /&gt;
&lt;br /&gt;
I just created the page ''[[Special weapon event odds]]'' in the hopes that we'll be able to approximate odds for weapon breakage, dullage, and extra-damage-age as you and others have for searches. Any time you can invest in the project will be greatly appreciated. Thanks! &amp;amp;mdash; [[User:Elembis|Elembis]] 12:03, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Capitalization and article names ==&lt;br /&gt;
I noticed you moved [[User Interface]] to [[User interface]] and then back again, and I'm curious as to why. I think articles with lowercase names are great, because it lets you link to pages &amp;lt;nowiki&amp;gt;[[like this]]&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;[[Like This|like this]]&amp;lt;/nowiki&amp;gt;. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:46, 27 May 2006 (BST)&lt;br /&gt;
:''Response: [[User talk:Elembis#Capitalization and article names]]''&lt;br /&gt;
::I think what you're saying is that rarely-linked-to pages don't need lowercase names very badly &amp;amp;mdash; I agree. But in addition to uppercase names being a &amp;lt;nowiki&amp;gt;[[Bit of a Pain|bit of a pain]]&amp;lt;/nowiki&amp;gt;, I think you'd agree that they're distracting (e.g., &amp;quot;[[:Category:Clans for Natives]]&amp;quot; and &amp;quot;[[:Category:Clans for both]]&amp;quot; (which I think should be &amp;quot;Category:Clans for everyone&amp;quot;, BTW)), so I hope you won't mind if I start moving pages (and fixing links to them) on my own time. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 09:25, 27 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Links and redirects ==&lt;br /&gt;
&lt;br /&gt;
''Original message: [[User talk:Elembis#Links and redirects]]&lt;br /&gt;
:You're right, it makes future page moves easier if we link like &amp;lt;nowiki&amp;gt;[[this]]&amp;lt;/nowiki&amp;gt; instead of like &amp;lt;nowiki&amp;gt;[[Page#This|this]]&amp;lt;/nowiki&amp;gt;, so feel free to use the former link style wherever you want. (The only problem is that you can't redirect to a section on a page, but that doesn't bother me.) I'm creating a page for XP (which XP Gains will redirect to), but redirects for AP and HP will probably be more appropriate than individual pages, since their summaries in [[Gameplay]] say all that needs to be said. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:06, 28 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Healing Herb(s) ==&lt;br /&gt;
&lt;br /&gt;
''Act of first aggression: [[User talk:Elembis#Healing Herb(s)]]''&lt;br /&gt;
:''Elembis attacks you for 3 damage.'' Actually, more redirects are fine with me. I prefer the singular form myself (&amp;quot;Villagers start with healing herbs&amp;quot; is vague, and &amp;quot;Villagers start with a healing herbs&amp;quot; is silly), but the game uses the plural. Perhaps we should petition Simon, or else start referring to healing herbs as pairs in the way that scissors and boxers are spoken of. =) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:43, 28 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Style ==&lt;br /&gt;
&lt;br /&gt;
''Original message: [[User talk:Elembis#Style]]''&lt;br /&gt;
:I've [http://shartak.forumsplace.com/post-2373.html&amp;amp;sid=4f213c441b80b54c539a79c95b8f40c0#2373 responded] with a list of changes my private Greasemonkey script makes. Thanks for starting the thread. I hope Simon won't find it's too much trouble to brush up the game's HTML. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:02, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Category:User ==&lt;br /&gt;
''Original message can be found [[User_talk:Wifey#Category:User|here]]''&lt;br /&gt;
:I've got no problem with that. To be honest, I had forgotten all about it.--[[User:Wifey|Wifey]] 02:41, 10 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Discussion locations for delete-marked pages ==&lt;br /&gt;
&lt;br /&gt;
I'm glad you started a section on [[:Category talk:Delete]] for redirects, and I think that page would be a good hub for all delete-related discussion. (I'm reminded that Wikipedia article delete requests are kept on the same page, more or less.) It'd also translate to fewer created talk pages (that would be deleted in some cases). What do you think? &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:05, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Delete-marked redirects ==&lt;br /&gt;
&lt;br /&gt;
Redirects marked for deletion (about 75 of them) are cluttering up the deletion page and the deletion discussion, making it difficult to find discussion of possible deletion for pages that actually matter. In my opinion, redirects are pretty trivial and I could take them or leave them (and imho our policy should be informed in part by whether new editors keep trying to add them back after deletion). By comparison, there are proposed deletions of pages that actually have (or historically had) content. Since it's been more than a month for Redirects, I propose that we Keep the Keeps, Delete the Deletes, clean them all off the Category:Delete page, and move on. --[[User:Tycho44|Tycho44]] 05:28, 18 July 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=8712</id>
		<title>Category talk:Delete</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=8712"/>
		<updated>2006-07-18T05:16:47Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Plurals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Valid reasons for deletion ==&lt;br /&gt;
Current policy is to only delete pages and files which have been tagged for deletion for at least one week (see [[Template:Delete]]) without being contested on this talk page. (Pages whose deletion requests have been contested may only be deleted if there is a consensus to do so.) Deletions and deletion requests are acceptable for articles, files, categories, and templates in the main [http://meta.wikimedia.org/wiki/namespace namespace] with:&lt;br /&gt;
* '''No content''' or very little content (being under 1,024 bytes in size) ''(does not apply to categories and templates)'';&lt;br /&gt;
* '''Inappropriate content''', which may include spam, illegal or vulgar content, or any content unrelated to the game; or&lt;br /&gt;
* '''Redundant content''', being identical or nearly identical to an existing page that is more widely used.&lt;br /&gt;
[[:Category:Redirects|Redirects]], [[Special:Categories|categories]] and [[:Category:Templates|templates]] are eligible for deletion if they are unused or virtually unused (according to Special:Whatlinkshere or, in the case of categories, the category listing) and have no apparent use or potential. Redirects for common misspellings, abbreviations, and synonyms are acceptable.&lt;br /&gt;
&lt;br /&gt;
User subpages and clan pages may be deleted at the request of the original author if no other users have made major edits to them.&lt;br /&gt;
&lt;br /&gt;
A talk page may be deleted without notice if its article doesn't exist and its content appears elsewhere on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Talk page policy discussion ==&lt;br /&gt;
I think it goes without saying that for any page that is deleted the accompanying talk page should be removed as well. It's a process that doesn't require tagging with the Delete template, though that helps point out to administrators that there is a talk page. --[[User:Lint|Lint]] 22:22, 18 June 2006 (BST)&lt;br /&gt;
:Agreed; see my addition above. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:53, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Redirects==&lt;br /&gt;
Due to the large volume of nominations, the redirect deletion nominations that occurred on 11 June 2006 will be discussed here. Please leave comments listed under the opening statement. Please leave your vote in the appropriate keep or kill list for better tabulation. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
:This looks like the place for redirects that are deletion candidates. Is there another place for us to archive the &amp;quot;best of&amp;quot; redirects: Redirects that can be nominated as integral to the current structure of the wiki? For example, I would suggest that all of the '''skills''' (e.g. [[Scavenging]]), '''terrain types''', '''character classes''', and '''items''' in Shartak need at least one redirect, until such time as each term earns its own individual page. --[[User:Tycho44|Tycho44]] 22:00, 13 June 2006 (BST)&lt;br /&gt;
::Perhaps note those on the [[Category talk:Redirects]] page? Is that visible enough? --[[User:Lint|Lint]] 22:19, 13 June 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;I dont know why this is an issue. There can never be too many redirects in my opinion. If someone editing an article writes &amp;quot;[[Advanced Tracking]]&amp;quot;, better if it redirects to [[Tracking]] than having a red link. If someone directly enters an address into the url bar of their browser, e.g. if they go to [[Main Page]] and replace the words &amp;quot;Main Page&amp;quot; in the url with an alternate capitalization scheme or an alternate wording of an item or skill or group or anything else, better they get a redirect to the relevant thing than an empty page. If someone enters a word into the search box and hits enter, but what they enter isn't the precisely correct capitalization/phrasing/plural of the item or skill or whatever they are looking for, better they get redirected to the relevant article than to a blank page. E.g. If someone hears about the heavy sword in-game, and comes here, types &amp;quot;sword&amp;quot; into the search box, much better that they get redirect to [[Items]] (or melee weapons, if it is ever created) so they can read about heavy sword, rather than getting a page full of search results which includes suggestions pages, group pages, and other non-relevant pages. Clan pages should have any necessary redirects if there are variations in their name. e.g. Wicksick headhunters, Wicksick Headhunters, Wiksik headhunters, Wiksick headhunters etc. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
:First, if someone editing an article links to ''Advanced Tracking'', they miscapitalized the skill's name. Such errors should be corrected in the articles containing them, not accomodated by keeping and creating redirects for every typo we encounter. (That is, the redirect is only needed if the typo isn't fixed.) Second, if someone types in a URL for an article that doesn't exist, they shouldn't get anything; that's what the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; buttons are for. Servers shouldn't be expected to accommodate URL guessing by users who can just as easily visit the main page and search for what they want. Third, we've already established that capitalization is irrelevant for the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; functions. Also, I'm rather sure that the only plurals up for deletion are those that are wrongly capitalized, such as ''Poisonous Berries'' (which is unnecessary given the existence of ''Poisonous berries''). And finally, searches for phrases with words out of order (such as &amp;quot;york patriots order&amp;quot;) are extremely likely to give the correct page (''Order of Patriots'') as the #1 hit , so redirects are unnecessary for the very few people who might enter such search terms. In short, we shouldn't use redirects for things the &amp;quot;Search&amp;quot; button was made to handle. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:29, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Uppercases ===&lt;br /&gt;
:''Advanced Tracking, Expert Tracking, Firearms Training, First Aid, Natural Medicine''&lt;br /&gt;
Not necessarily bad uppercases. Thery are common enough for use with the search bar and the &amp;quot;go&amp;quot; feature. (Note: Per example provided by Elembis, the author has removed their initial Keep vote.) --[[User:Lint|Lint]] 19:29, 11 June 2006 (BST))&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
&amp;lt;!-- # '''Keep''' - --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST) --&amp;gt;&lt;br /&gt;
# '''Keep'''. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Kill'''. &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; appear to be case-insensitive. For example, [[Native knowledge]] doesn't exist, but typing &amp;quot;native knowledge&amp;quot; in the search box and hitting &amp;quot;Go&amp;quot; takes me to [[Native Knowledge]] (which redirects to [[Skills]]). Also, searches for &amp;quot;native knowledge&amp;quot; and &amp;quot;Native Knowledge&amp;quot; give identical results. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:16, 11 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
:''Clans, Herbs, Huts, Spirits''&lt;br /&gt;
Not necessarily bad plurals. They are common terms useful when using the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. I made all of these deletion requests without &amp;quot;Go&amp;quot; in mind. Plurals are indeed useful enough to be worth keeping. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:37, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' The term ''herbs'' is extremely common, far more likely than ''herb''. --[[User:Tycho44|Tycho44]] 05:16, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
:''Sword, Trading post''&lt;br /&gt;
Ingame terms or conceivably common player-used alternatives.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. The game itself says &amp;quot;It looks like this hut is some kind of native '''trading post'''&amp;quot;, at least in Raktam, and &amp;quot;sword&amp;quot; is a close synonym for &amp;quot;heavy sword&amp;quot;. However, I think we should be careful to only allow articles for terms that are actually used by the game or other players, rather than open the door for all terms players might use as synonyms (&amp;quot;shop&amp;quot;, &amp;quot;market&amp;quot;, &amp;quot;merchant's store&amp;quot;, etc.). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Clans 1 ===&lt;br /&gt;
:''RE, Mercenarys Guild''&lt;br /&gt;
Clan acronyms and workarounds to punctuation (periods, apostrophes and so forth) should be acceptible.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Strong Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
# '''Whatever'''. =) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== Clans 2 ===&lt;br /&gt;
:''Order of York Patriots, The Order of Patriots, The south shartak trading company, The Wailers, York Patriots, ''&lt;br /&gt;
A bit spammy perhaps, but they help mainly with use with the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Split'''. Redirects consisting only of a clan's name prefixed by &amp;quot;The&amp;quot; are okay and likely to be searched for, so we should '''keep''' ''The Order of Patriots'' and ''The south shartak trading company'' (moving it to ''The South Shartak Trading Company''). However, we should '''kill''' greater deviations like ''Order of York Patriots'' because they are (1) probably searched for rarely, if at all, (2) extremely likely to give the correct page as the top hit in a search if the redirect doesn't exist (e.g., search for &amp;quot;order of patriots york&amp;quot; or &amp;quot;headhunters wiksik&amp;quot;), (3) likely to point people to the wrong clan page, or be contested, without a vagueness limit (e.g., does &amp;quot;york protectors&amp;quot; refer to the [[Colonial Police]] or the [[Order of Patriots]]?), and (4) likely to cause additional (if limited) article bloat as more clans are formed. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
==Added==&lt;br /&gt;
# 00:07, 12 June 2006 - [[:Category:Clans for both]]&lt;br /&gt;
# 11 June 2006 - [[Shartak Community Portal]] (redirect) (w/ [[Talk:Shartak Community Portal|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[York Patriots]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[XP Gains]] (redirect) (w/ [[Talk:XP Gains|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Wild Boar]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Wifey]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Trading post]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Trading Hut Stock Reports]] (redirect) (w/ [[Talk:Trading Hut Stock Reports|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Tips and Tricks]] (redirect) (w/ [[Talk:Tips and Tricks|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[The south shartak trading company]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The order of patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The order of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The Wailers]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[The Order of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Temple Ruins]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Tasty Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Tasty Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sword]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Suggestions/Header]] (redirect) (w/ [[Talk:Suggestions/Header|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[Spirits]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[South shartak trading company]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Small Deer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Small Cave]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sigfrid]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Sharpening Stone]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Search Odds Results]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[S.P.I.R.I.T.S]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Rifle Bullet]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Requests for Information]] (redirect) (w/ [[Talk:Requests for Information|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[RE]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Poisonous Snake]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poisonous Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poisonous Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Dart]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Berry]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Poison Berries]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Piece of Driftwood]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Order of patriots]] (redirect) (w/ [[Talk:Order of patriots|Talk page]]) ~&lt;br /&gt;
# 11 June 2006 - [[Order of York Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Order Of Patriots]] (redirect) ~&lt;br /&gt;
# 11 June 2006 - [[Mercenarys Guild]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Large Stag]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Large Deer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Jabberwockee]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Identify Friend or Foe Initiatiive]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Huts]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Herbs]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Heavy Sword]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Healing Herbs]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gourd of Water]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gold Coins]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Gold Coin]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Game Design]] (redirect) (w/ [[Talk:Game Design|Talk page]])&lt;br /&gt;
# 11 June 2006 - [[GPS Unit]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Frequently Asked Questions]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[First aid]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[First Aid Kit]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Firearms training]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Expert tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Experience Points]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Home Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact home shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Roaming Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Contact Home Shaman]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Clans]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Bottle of Water]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Bottle of Rum]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Bottle of Beer]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Blunt Machete]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Blunt Cutlass]] (redirect)&lt;br /&gt;
# 11 June 2006 - [[Basic tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Advanced tracking]] (redirect) *&lt;br /&gt;
# 11 June 2006 - [[Natural medicine]] (redirect) *&lt;br /&gt;
# 19:51, 9 June 2006 - [[Guardians of Dalpok]] (w/ [[Talk:Guardians of Dalpok|Talk page]])&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
# 02:35, 17 June 2006 Elembis deleted &amp;quot;Category talk:Guide to searching&amp;quot; (Delete uncontested after one week; unused; recommended for deletion &amp;quot;because :Category_talk:Statistics covers this.&amp;quot;.)&lt;br /&gt;
# 02:33, 17 June 2006 Elembis deleted &amp;quot;Category talk:User&amp;quot; (Delete uncontested after one week; unused; unneeded (see Special:Listusers).) &lt;br /&gt;
# 02:30, 17 June 2006 Elembis deleted &amp;quot;Category:Shamen&amp;quot; (Delete uncontested after one week; unused; recommended for deletion &amp;quot;as an unused redirect and empty category&amp;quot;.)&lt;br /&gt;
# 02:27, 17 June, 2006 Elembis deleted &amp;quot;Category:User&amp;quot; (Delete uncontested after one week; unused; unneeded (see Special:Listusers).)&lt;br /&gt;
# 02:26, 17 June 2006 Elembis deleted &amp;quot;Category:Guide to searching&amp;quot; (Delete uncontested after on week; unused; deletetion recommended &amp;quot;because :Category:Statistics covers this.&amp;quot;.)&lt;br /&gt;
# 02:25, 17 June 2006 Elembis deleted &amp;quot;Image:Stc30yd.jpg&amp;quot; (Delete uncontested after one week; unused; description was: &amp;quot;&amp;lt;nowiki&amp;gt;{{delete| because it's unused and unneeded (see User talk:Lord Shade)}}&amp;lt;/nowiki&amp;gt;&amp;quot;.)&lt;br /&gt;
# 02:24, 17 June, 2006 Elembis deleted &amp;quot;Image:Neu.JPG&amp;quot; (Delete uncontested after one week; unused; description was: &amp;quot;&amp;lt;nowiki&amp;gt;{{delete| because :Image:Hoehle.JPG has a higher resolution and is otherwise identical}}&amp;lt;/nowiki&amp;gt;&amp;quot;.) &lt;br /&gt;
# 22:29, 7 June 2006 Lint deleted &amp;quot;Template:Infobox Village&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:28, 7 June 2006 Lint deleted &amp;quot;Category:Clans for Outsiders&amp;quot; (content was: '&amp;lt;nowiki&amp;gt;{{delete| because :Category:Clans for outsiders covers this.}}&amp;lt;/nowiki&amp;gt;')&lt;br /&gt;
# 22:28, 7 June 2006 Lint deleted &amp;quot;Category:Clans for Natives&amp;quot; (content was: '&amp;lt;nowiki&amp;gt;{{delete| because :Category:Clans for natives covers this now}}&amp;lt;/nowiki&amp;gt;')&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn shipwreck.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn york.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn wiksik.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn raktam.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn durham.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn derby.png&amp;quot; (observing week-old uncontested deletion request)&lt;br /&gt;
# 22:26, 7 June 2006 Lint deleted &amp;quot;Image:Tn dalpok.png&amp;quot; (observing week-old uncontested deletion request)&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Requests_for_information&amp;diff=8711</id>
		<title>Requests for information</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Requests_for_information&amp;diff=8711"/>
		<updated>2006-07-18T05:09:02Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* General gameplay */  ok, i'll try my hand at answering that one too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.&lt;br /&gt;
&lt;br /&gt;
== About the wiki ==&lt;br /&gt;
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.&lt;br /&gt;
&lt;br /&gt;
== Vital statistics ==&lt;br /&gt;
&lt;br /&gt;
=== Hit Points (HP) ===&lt;br /&gt;
:''See [[Gameplay#Hit Points]].''&lt;br /&gt;
&lt;br /&gt;
=== Action Points (AP) ===&lt;br /&gt;
:''See [[Gameplay#Action Points (AP)]].''&lt;br /&gt;
&lt;br /&gt;
=== Experience Points (XP) ===&lt;br /&gt;
:''See [[Gameplay#Experience Points]] and [[XP]].''&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
:''See [[Death]].''&lt;br /&gt;
&lt;br /&gt;
=== Character deaths ===&lt;br /&gt;
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
A. Your best bet is to hide in a place untraveled and unpopulated by members of enemy classes (see the [http://www.itechsc.com/misc/shartak/ubermap/ uber map] for ideas), or in a friendly village ([[Durham]], [[York]], [[Derby]] or the [[Shipwreck]] if you're an outsider, or [[Dalpok]], [[Raktam]] or [[Wiksik]] if you're a native). Sleeping in a non-resource, non-trader hut is a good idea, since it hides you from anyone who doesn't bother to enter, but if you're in a hostile camp a hut may be more dangerous than the outlying jungle. Note that ''[[Skills|Stamina]]'' can help you stay alive, since it increases your [[HP]] cap and, by extension, the average number of [[AP]] required to kill you. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:33, 6 June 2006 (BST)&lt;br /&gt;
* If you are a non-violent character, clearly describe yourself in your character profile. That way, characters using [[Identify Friend or Foe]] will not attack you. &lt;br /&gt;
* Choose a [[clan]] affiliation if appropriate, to protect you from being killed by potential friends or allies. &lt;br /&gt;
* Remember line-of-sight and movement AP costs, and take advantage of them. Sleep 3 or more spaces away from [[road]]s, or 3 or more spaces into water. Hide behind a thicket of heavy [[jungle]] or beyond a [[swamp]], so that the enemy has to spend AP to approach you and to retreat from you. &lt;br /&gt;
* Keep a general idea of where the wandering [[shaman]]s are and how far you are from your home [[camp]], so that you can minimize AP loss on death. By moving toward the wandering shaman who is closest to your final destination, you might be able to teleport forward rather than backward using the 50AP &amp;quot;contact roaming shaman.&amp;quot; You can also take advantage of spirit form to travel safely.  &lt;br /&gt;
* Use the forum and wiki to gather a clan or a group of friends who travel together. A large pack of like characters on a single location will dissuade most adversaries. &lt;br /&gt;
* Use the forum and wiki to negotiate for truces and protection agreements when traveling through hostile areas.&lt;br /&gt;
&lt;br /&gt;
=== NPC (Non-Player Character) deaths ===&lt;br /&gt;
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]&lt;br /&gt;
&lt;br /&gt;
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he &amp;quot;a spirit&amp;quot; yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.&lt;br /&gt;
&lt;br /&gt;
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
A. No. Animal kills are not reported. &amp;amp;mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
:''See [[Items]].''&lt;br /&gt;
&lt;br /&gt;
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete?  -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &amp;amp;mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.&lt;br /&gt;
:Please feel free to add some data to [[Search Odds]] or [[Search Odds Condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. Do poison darts poison?&lt;br /&gt;
&lt;br /&gt;
A. Yes; see [[Items#Ranged weapons and ammunition]]. &amp;amp;mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Q. Are poisionous berries useful for anything, such as the making of poison darts?&lt;br /&gt;
&lt;br /&gt;
A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &amp;amp;mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) (Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:''See [[Skills]].''&lt;br /&gt;
&lt;br /&gt;
=== Scavenging skill ===&lt;br /&gt;
Q. The scanvenging skill for settlers and villagers says that it &amp;quot;Assists in finding things within certain areas.&amp;quot; What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
A. I don't know! Please post your Search Data to [[Search Odds Condensed]] or [[Search Odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)&lt;br /&gt;
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search Odds Condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
:''See [[Locations]].''&lt;br /&gt;
&lt;br /&gt;
==General gameplay==&lt;br /&gt;
&lt;br /&gt;
Q. What time period is the game based in?  Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's.  The GPS unit seems a little out of place but implies that the time period has to be present day.  Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.&lt;br /&gt;
&lt;br /&gt;
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:&lt;br /&gt;
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''&lt;br /&gt;
:''You attack the parrot for 5 damage. It dies.''&lt;br /&gt;
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &amp;amp;mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Q. Has anyone experienced the luck/skill effect while using their fists?&lt;br /&gt;
&lt;br /&gt;
A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)&lt;br /&gt;
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''&lt;br /&gt;
:''You attack the elephant for 4 damage. It drops to 41 HP.''&lt;br /&gt;
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?&lt;br /&gt;
&lt;br /&gt;
Q. Are knives and daggers breakable?&lt;br /&gt;
&lt;br /&gt;
Q. Is there a way to make the curse thing go away?&lt;br /&gt;
&lt;br /&gt;
A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. &lt;br /&gt;
&lt;br /&gt;
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? &lt;br /&gt;
&lt;br /&gt;
A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
:''See [[Animals]].''&lt;br /&gt;
&lt;br /&gt;
=== Easy elephant ===&lt;br /&gt;
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Common edits ==&lt;br /&gt;
&lt;br /&gt;
=== Clan pages ===&lt;br /&gt;
&lt;br /&gt;
Q. How do I make a clan page?&lt;br /&gt;
&lt;br /&gt;
A. In the search box on the left side of the page, enter your clan's name and click &amp;quot;Go&amp;quot;. If the page doesn't exist, you will then see a notice at the top of the page that reads &amp;quot;No page with this exact title exists&amp;quot;. Clicking on &amp;quot;this exact title&amp;quot; will allow you to edit that page, and when you save your edit the page will be created.&lt;br /&gt;
&lt;br /&gt;
Please '''categorize your clan''' by including &amp;lt;!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan --&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans]]&amp;lt;/nowiki&amp;gt;&amp;quot; (no quotes) somewhere on the page, as well as &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for outsiders]]&amp;lt;/nowiki&amp;gt;&amp;quot;, &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for natives]]&amp;lt;/nowiki&amp;gt;&amp;quot; or &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for both]]&amp;lt;/nowiki&amp;gt;&amp;quot; so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.&lt;br /&gt;
&lt;br /&gt;
=== Linking profiles ===&lt;br /&gt;
&lt;br /&gt;
Q. How can I link my game profile?&lt;br /&gt;
&lt;br /&gt;
A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter &amp;lt;nowiki&amp;gt;{{profile|6|Example}}&amp;lt;/nowiki&amp;gt;, where &amp;quot;6&amp;quot; is your ID and &amp;quot;Example&amp;quot; is your name, to get {{profile|6|Example}} as the result.&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Animals&amp;diff=8706</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Animals&amp;diff=8706"/>
		<updated>2006-07-18T00:37:56Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: looks like simon implemented the uniform xp kill bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many '''animals''' live on the island, and most of them can be attacked. All visible animals are capable of immediate retaliation when they are attacked, and some will attack without provocation. Sleeping near a tiger or elephant is especially dangerous.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all the animals found to date. There may be others to be found, and new animals may be introduced to the island in the future.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Alligator&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 45%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ''15?''&lt;br /&gt;
|             | [[Swamp]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Deer, large&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Has been sighted swimming in fresh water&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Deer,&amp;amp;nbsp;small&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Easter Bunny&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 30 &lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 28&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. They started with 30 HP but could be healed to a maximum of 50. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Elephant&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 33&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Elephant, rogue&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 90&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 80%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 48&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | The new name of an elephant that has killed a player.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Giant squid&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5-6&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 153&lt;br /&gt;
|             | [[Water]], [[Water (deep)]]&lt;br /&gt;
|             | Very rare, very tough; have been sighted crawling onto land&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Monkey&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 8&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Parrot&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Rat&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|             | [[Tunnel]], [[Cave]]&lt;br /&gt;
|             | Aggressive; attacks in packs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Stag, large&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 13&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Tiger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ''14?''&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Tiger, ferocious&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Wild boar&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 55%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Frequency&amp;quot; is the number of times an animal attacks in a half-hour period, &amp;quot;Accuracy&amp;quot; is its apparent attack accuracy, and &amp;quot;Damage&amp;quot; is its normal attack damage.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal you receive [[XP]] equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus of half of (5 + max HP), listed in the &amp;quot;XP Bonus&amp;quot; column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)&lt;br /&gt;
&lt;br /&gt;
== Unseen animals ==&lt;br /&gt;
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until the player dies or is healed with a [[first aid kit]] or [[healing herb]]s. &amp;lt;!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]] --&amp;gt; The effects of shark wounds are not cumulative.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a [[poisonous snake]], which then appears in inventory. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). &lt;br /&gt;
&lt;br /&gt;
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a [[crab]], which then appears in inventory, or be pinched by one for 1 HP damage. (&amp;quot;Searching the area, you find a crab. It nips your finger with its claws and scuttles away&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
== Punching large animals ==&lt;br /&gt;
When missing a punch against an elephant, large stag, or tiger, special messages may display:&lt;br /&gt;
&lt;br /&gt;
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''&lt;br /&gt;
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Animals&amp;diff=8705</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Animals&amp;diff=8705"/>
		<updated>2006-07-18T00:29:44Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: got 36 xp for the killing blow vs elephant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many '''animals''' live on the island, and most of them can be attacked. All visible animals are capable of immediate retaliation when they are attacked, and some will attack without provocation. Sleeping near a tiger or elephant is especially dangerous.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all the animals found to date. There may be others to be found, and new animals may be introduced to the island in the future.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Alligator&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 45%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10?&lt;br /&gt;
|             | [[Swamp]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Deer, large&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Has been sighted swimming in fresh water&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Deer,&amp;amp;nbsp;small&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Easter Bunny&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 30 &lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 28&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. They started with 30 HP but could be healed to a maximum of 50. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Elephant&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 33&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Elephant, rogue&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 90&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 80%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 48&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | The new name of an elephant that has killed a player.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Giant squid&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5-6&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 155&lt;br /&gt;
|             | [[Water]], [[Water (deep)]]&lt;br /&gt;
|             | Very rare, very tough; have been sighted crawling onto land&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Monkey&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 8&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Parrot&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Rat&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|             | [[Tunnel]], [[Cave]]&lt;br /&gt;
|             | Aggressive; attacks in packs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Stag, large&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 13&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Tiger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 14&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Tiger, ferocious&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Wild boar&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 55%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Frequency&amp;quot; is the number of times an animal attacks in a half-hour period, &amp;quot;Accuracy&amp;quot; is its apparent attack accuracy, and &amp;quot;Damage&amp;quot; is its normal attack damage.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal you receive [[XP]] equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus, as listed in the &amp;quot;XP Bonus&amp;quot; column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)&lt;br /&gt;
&lt;br /&gt;
== Unseen animals ==&lt;br /&gt;
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until the player dies or is healed with a [[first aid kit]] or [[healing herb]]s. &amp;lt;!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]] --&amp;gt; The effects of shark wounds are not cumulative.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a [[poisonous snake]], which then appears in inventory. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). &lt;br /&gt;
&lt;br /&gt;
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a [[crab]], which then appears in inventory, or be pinched by one for 1 HP damage. (&amp;quot;Searching the area, you find a crab. It nips your finger with its claws and scuttles away&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
== Punching large animals ==&lt;br /&gt;
When missing a punch against an elephant, large stag, or tiger, special messages may display:&lt;br /&gt;
&lt;br /&gt;
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''&lt;br /&gt;
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Animals&amp;diff=8704</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Animals&amp;diff=8704"/>
		<updated>2006-07-18T00:26:58Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: large stag with 20hp... was it ferocious but unmarked?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many '''animals''' live on the island, and most of them can be attacked. All visible animals are capable of immediate retaliation when they are attacked, and some will attack without provocation. Sleeping near a tiger or elephant is especially dangerous.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all the animals found to date. There may be others to be found, and new animals may be introduced to the island in the future.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Alligator&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 45%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10?&lt;br /&gt;
|             | [[Swamp]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Deer, large&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Has been sighted swimming in fresh water&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Deer,&amp;amp;nbsp;small&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Easter Bunny&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 30 &lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 28&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. They started with 30 HP but could be healed to a maximum of 50. &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Elephant&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Elephant, rogue&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 90&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 80%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 48&lt;br /&gt;
|             | [[Grassland]], [[Jungle]]&lt;br /&gt;
|             | The new name of an elephant that has killed a player.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Giant squid&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5-6&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 155&lt;br /&gt;
|             | [[Water]], [[Water (deep)]]&lt;br /&gt;
|             | Very rare, very tough; have been sighted crawling onto land&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Monkey&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 8&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Parrot&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 5&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Rat&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|             | [[Tunnel]], [[Cave]]&lt;br /&gt;
|             | Aggressive; attacks in packs.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Stag, large&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 60%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 13&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Tiger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 14&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Tiger, ferocious&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| ?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|             | Wild boar&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 1x&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 55%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 10&lt;br /&gt;
|             | [[Jungle]]&lt;br /&gt;
|             | Aggressive; attacks unprovoked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Frequency&amp;quot; is the number of times an animal attacks in a half-hour period, &amp;quot;Accuracy&amp;quot; is its apparent attack accuracy, and &amp;quot;Damage&amp;quot; is its normal attack damage.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal you receive [[XP]] equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus, as listed in the &amp;quot;XP Bonus&amp;quot; column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)&lt;br /&gt;
&lt;br /&gt;
== Unseen animals ==&lt;br /&gt;
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until the player dies or is healed with a [[first aid kit]] or [[healing herb]]s. &amp;lt;!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]] --&amp;gt; The effects of shark wounds are not cumulative.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a [[poisonous snake]], which then appears in inventory. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). &lt;br /&gt;
&lt;br /&gt;
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a [[crab]], which then appears in inventory, or be pinched by one for 1 HP damage. (&amp;quot;Searching the area, you find a crab. It nips your finger with its claws and scuttles away&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
== Punching large animals ==&lt;br /&gt;
When missing a punch against an elephant, large stag, or tiger, special messages may display:&lt;br /&gt;
&lt;br /&gt;
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''&lt;br /&gt;
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=8666</id>
		<title>The Shartak Wiki talk:Policies and guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=8666"/>
		<updated>2006-07-16T07:44:18Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* &amp;quot;No vandalism&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When proposing a policy or guideline, put quotation marks around its proposed title and text. Unquoted text is for comments. Proposals and comments should be [[Help:Editing|signed]].&lt;br /&gt;
&lt;br /&gt;
== Proposed policies ==&lt;br /&gt;
=== &amp;quot;No vandalism&amp;quot; ===&lt;br /&gt;
&amp;quot;No edit may be made in a deliberate attempt to violate policy or reduce the quality of the wiki; such edits are considered vandalism. Forms of vandalism include but are not limited to blanking (removing significant and relevant parts of an article), insulting, and spamming (adding irrelevant content for self-promotion or profit). See [http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia's policy page on vandalism] for a more detailed explanation of wiki vandalism.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think users and clans should have some slack under this policy for edits to their own pages, but I'm not sure that that needs an explanation. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::By piggybacking on Wikipedia's vandalism policy, you inherit parts like &amp;quot;Always assume good faith&amp;quot; and &amp;quot;Users own their own talk pages&amp;quot; which should provide coverage of your concerns. --[[User:Tycho44|Tycho44]] 07:44, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed guidelines ==&lt;br /&gt;
''None.''&lt;br /&gt;
&lt;br /&gt;
== Implemented policies ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Don't edit the user and clan pages of others&amp;quot; ===&lt;br /&gt;
&amp;quot;A user page belongs to the user it pertains to, and should not be edited by other users. Likewise, a clan page belongs to the clan it pertains to and should not be edited by any users who are not members of the clan. The only exceptions are edits that consist solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* Yes, I agree with this policy as it would most likely pre-empt useless revert wars. It should perhaps be noted that the talk pages for user and clan pages are fair game (within reason). The &amp;quot;good faith&amp;quot; exceptions appear to cover everything that I can think of at the moment. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** I disagree with this policy (clan-owned clan pages). Suppose that a new player wants to join a clan, and is seeking information about available clans. They can look at Shartak Clan List Pages, Private Clan Forums, and Wiki Clan Pages. Obviously, Clan Listing and the Privately Maintained Forums are owned by the clan leader and the clan, and there is an expectation that they represent the &amp;quot;face&amp;quot; of that clan. Basically, those sites are giant promotional infomercials, where clans praise themselves and defame their foes. But is the wiki to become another venue for unrestrained preening, braggadocio, and factless garbage? What role does the Shartak Wiki play? Everywhere else on the Shartak Wiki, there is an expectation of valid content. There is an expectation of factual accuracy. There is perhaps even an expectation of NPOV (neutral point-of-view). Somehow the clan pages get overlooked. What can I put on my clan page for my own clan? Can I say that The South Shartak Trading Company is a bunch of cheating zergers who PK their own camp? Can I say that my clan feeds starving orphans and gives heavy swords to all its members? Can I post my favorite screenshots embarrassing my enemies? ... I guess in my perfect utopian fantasy, the clans are all described using six-sentence neutral-point-of-view factual journalistic descriptions (maybe with a quotation or two quoted from their clan listing page) and a clanbox. Meanwhile, the clan-owned clan history, propaganda, blow-by-blow accounts, journals, and the rest of it, are placed in a separate Clan-Owned ClanSpace - perhaps [[Clan:The South Shartak Trading Company]], as opposed to [[The South Shartak Trading Company]]. (That's just my own personal opinion, rather than a desire to rewrite policy.) --[[User:Tycho44|Tycho44]] 06:54, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;No copyrighted content&amp;quot; ===&lt;br /&gt;
&amp;quot;No content (text, images, etc.) may be submitted if it is copyrighted.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* I tend to agree. The last thing we need is to run into copyright issues. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** The copyright &amp;quot;policy stick&amp;quot; should not become a tool for rival clans to provoke and pick at each other. It is perhaps effective for a policy guideline to say &amp;quot;copyright material is subject to deletion at any time without argument or appeal&amp;quot; and then leave it unenforced until such time as Paramount or Clear Channel sends a nice e-mail, or the owner(s) of the wiki (e.g. Simon) deign to care. Notice that greyness is inevitable: Surely we don't own copyrights to Viveca Lindfors, JB Aristide, Hans Moleman, Dr. Livingstone, Foo Fighter, and so on. Is my character &amp;quot;Indiana Jones&amp;quot; banned from appearing on the wiki any place for any reason? How much can I say about my &amp;quot;Lost Ark Raiders&amp;quot; clan on the clan page? Can I wear a bullwhip on my talk page, and quote myself from in-game: &amp;quot;Snakes, why does it always have to be snakes?&amp;quot; I'd say keep images and long quoted passages off the wiki, but let the small stuff remain under parody fair use unless the rights-holder seems to care. But I don't know anything about U.K. copyright law. --[[User:Tycho44|Tycho44]] 07:18, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Implemented guidelines ==&lt;br /&gt;
''None.''&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=8664</id>
		<title>The Shartak Wiki talk:Policies and guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=8664"/>
		<updated>2006-07-16T07:18:26Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* &amp;quot;No copyrighted content&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When proposing a policy or guideline, put quotation marks around its proposed title and text. Unquoted text is for comments. Proposals and comments should be [[Help:Editing|signed]].&lt;br /&gt;
&lt;br /&gt;
== Proposed policies ==&lt;br /&gt;
=== &amp;quot;No vandalism&amp;quot; ===&lt;br /&gt;
&amp;quot;No edit may be made in a deliberate attempt to violate policy or reduce the quality of the wiki; such edits are considered vandalism. Forms of vandalism include but are not limited to blanking (removing significant and relevant parts of an article), insulting, and spamming (adding irrelevant content for self-promotion or profit). See [http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia's policy page on vandalism] for a more detailed explanation of wiki vandalism.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think users and clans should have some slack under this policy for edits to their own pages, but I'm not sure that that needs an explanation. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed guidelines ==&lt;br /&gt;
''None.''&lt;br /&gt;
&lt;br /&gt;
== Implemented policies ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Don't edit the user and clan pages of others&amp;quot; ===&lt;br /&gt;
&amp;quot;A user page belongs to the user it pertains to, and should not be edited by other users. Likewise, a clan page belongs to the clan it pertains to and should not be edited by any users who are not members of the clan. The only exceptions are edits that consist solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* Yes, I agree with this policy as it would most likely pre-empt useless revert wars. It should perhaps be noted that the talk pages for user and clan pages are fair game (within reason). The &amp;quot;good faith&amp;quot; exceptions appear to cover everything that I can think of at the moment. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** I disagree with this policy (clan-owned clan pages). Suppose that a new player wants to join a clan, and is seeking information about available clans. They can look at Shartak Clan List Pages, Private Clan Forums, and Wiki Clan Pages. Obviously, Clan Listing and the Privately Maintained Forums are owned by the clan leader and the clan, and there is an expectation that they represent the &amp;quot;face&amp;quot; of that clan. Basically, those sites are giant promotional infomercials, where clans praise themselves and defame their foes. But is the wiki to become another venue for unrestrained preening, braggadocio, and factless garbage? What role does the Shartak Wiki play? Everywhere else on the Shartak Wiki, there is an expectation of valid content. There is an expectation of factual accuracy. There is perhaps even an expectation of NPOV (neutral point-of-view). Somehow the clan pages get overlooked. What can I put on my clan page for my own clan? Can I say that The South Shartak Trading Company is a bunch of cheating zergers who PK their own camp? Can I say that my clan feeds starving orphans and gives heavy swords to all its members? Can I post my favorite screenshots embarrassing my enemies? ... I guess in my perfect utopian fantasy, the clans are all described using six-sentence neutral-point-of-view factual journalistic descriptions (maybe with a quotation or two quoted from their clan listing page) and a clanbox. Meanwhile, the clan-owned clan history, propaganda, blow-by-blow accounts, journals, and the rest of it, are placed in a separate Clan-Owned ClanSpace - perhaps [[Clan:The South Shartak Trading Company]], as opposed to [[The South Shartak Trading Company]]. (That's just my own personal opinion, rather than a desire to rewrite policy.) --[[User:Tycho44|Tycho44]] 06:54, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;No copyrighted content&amp;quot; ===&lt;br /&gt;
&amp;quot;No content (text, images, etc.) may be submitted if it is copyrighted.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* I tend to agree. The last thing we need is to run into copyright issues. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** The copyright &amp;quot;policy stick&amp;quot; should not become a tool for rival clans to provoke and pick at each other. It is perhaps effective for a policy guideline to say &amp;quot;copyright material is subject to deletion at any time without argument or appeal&amp;quot; and then leave it unenforced until such time as Paramount or Clear Channel sends a nice e-mail, or the owner(s) of the wiki (e.g. Simon) deign to care. Notice that greyness is inevitable: Surely we don't own copyrights to Viveca Lindfors, JB Aristide, Hans Moleman, Dr. Livingstone, Foo Fighter, and so on. Is my character &amp;quot;Indiana Jones&amp;quot; banned from appearing on the wiki any place for any reason? How much can I say about my &amp;quot;Lost Ark Raiders&amp;quot; clan on the clan page? Can I wear a bullwhip on my talk page, and quote myself from in-game: &amp;quot;Snakes, why does it always have to be snakes?&amp;quot; I'd say keep images and long quoted passages off the wiki, but let the small stuff remain under parody fair use unless the rights-holder seems to care. But I don't know anything about U.K. copyright law. --[[User:Tycho44|Tycho44]] 07:18, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Implemented guidelines ==&lt;br /&gt;
''None.''&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=8663</id>
		<title>The Shartak Wiki talk:Policies and guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&amp;diff=8663"/>
		<updated>2006-07-16T06:54:55Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* &amp;quot;Don't edit the user and clan pages of others&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When proposing a policy or guideline, put quotation marks around its proposed title and text. Unquoted text is for comments. Proposals and comments should be [[Help:Editing|signed]].&lt;br /&gt;
&lt;br /&gt;
== Proposed policies ==&lt;br /&gt;
=== &amp;quot;No vandalism&amp;quot; ===&lt;br /&gt;
&amp;quot;No edit may be made in a deliberate attempt to violate policy or reduce the quality of the wiki; such edits are considered vandalism. Forms of vandalism include but are not limited to blanking (removing significant and relevant parts of an article), insulting, and spamming (adding irrelevant content for self-promotion or profit). See [http://en.wikipedia.org/wiki/Wikipedia:Vandalism Wikipedia's policy page on vandalism] for a more detailed explanation of wiki vandalism.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think users and clans should have some slack under this policy for edits to their own pages, but I'm not sure that that needs an explanation. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:50, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed guidelines ==&lt;br /&gt;
''None.''&lt;br /&gt;
&lt;br /&gt;
== Implemented policies ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Don't edit the user and clan pages of others&amp;quot; ===&lt;br /&gt;
&amp;quot;A user page belongs to the user it pertains to, and should not be edited by other users. Likewise, a clan page belongs to the clan it pertains to and should not be edited by any users who are not members of the clan. The only exceptions are edits that consist solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* Yes, I agree with this policy as it would most likely pre-empt useless revert wars. It should perhaps be noted that the talk pages for user and clan pages are fair game (within reason). The &amp;quot;good faith&amp;quot; exceptions appear to cover everything that I can think of at the moment. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
** I disagree with this policy (clan-owned clan pages). Suppose that a new player wants to join a clan, and is seeking information about available clans. They can look at Shartak Clan List Pages, Private Clan Forums, and Wiki Clan Pages. Obviously, Clan Listing and the Privately Maintained Forums are owned by the clan leader and the clan, and there is an expectation that they represent the &amp;quot;face&amp;quot; of that clan. Basically, those sites are giant promotional infomercials, where clans praise themselves and defame their foes. But is the wiki to become another venue for unrestrained preening, braggadocio, and factless garbage? What role does the Shartak Wiki play? Everywhere else on the Shartak Wiki, there is an expectation of valid content. There is an expectation of factual accuracy. There is perhaps even an expectation of NPOV (neutral point-of-view). Somehow the clan pages get overlooked. What can I put on my clan page for my own clan? Can I say that The South Shartak Trading Company is a bunch of cheating zergers who PK their own camp? Can I say that my clan feeds starving orphans and gives heavy swords to all its members? Can I post my favorite screenshots embarrassing my enemies? ... I guess in my perfect utopian fantasy, the clans are all described using six-sentence neutral-point-of-view factual journalistic descriptions (maybe with a quotation or two quoted from their clan listing page) and a clanbox. Meanwhile, the clan-owned clan history, propaganda, blow-by-blow accounts, journals, and the rest of it, are placed in a separate Clan-Owned ClanSpace - perhaps [[Clan:The South Shartak Trading Company]], as opposed to [[The South Shartak Trading Company]]. (That's just my own personal opinion, rather than a desire to rewrite policy.) --[[User:Tycho44|Tycho44]] 06:54, 16 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;No copyrighted content&amp;quot; ===&lt;br /&gt;
&amp;quot;No content (text, images, etc.) may be submitted if it is copyrighted.&amp;quot; &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)&lt;br /&gt;
* I tend to agree. The last thing we need is to run into copyright issues. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Implemented guidelines ==&lt;br /&gt;
''None.''&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Pabkim&amp;diff=8659</id>
		<title>Pabkim</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Pabkim&amp;diff=8659"/>
		<updated>2006-07-16T06:10:51Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
[[Shaman]] uses this page as a template for Pabkim's current location. Please observe the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags closely, and do not change them unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
'''Pabkim''' is a wandering [[shaman]] with no ties to any village.&lt;br /&gt;
&lt;br /&gt;
==Current sighting==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
To update the current sighting, cut and paste the existing row to &amp;quot;Previous sightings&amp;quot;, removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with &amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt; (5 tildes). &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;/noinclude&amp;gt;{{GPS|70|406|26|467}}&amp;lt;br /&amp;gt;06:10, 16 July 2006 (UTC)&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Previous sightings==&lt;br /&gt;
&amp;lt;!-- New sightings belong at the TOP of this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{GPS|70|404|26|463}}&amp;lt;br /&amp;gt;23:00, 15 July 2006 (UTC)&lt;br /&gt;
* {{GPS|70|428|26|467}}&amp;lt;br /&amp;gt;14:59, 10 July 2006 (UTC)&lt;br /&gt;
* {{GPS|70|371|26|432}}&amp;lt;br /&amp;gt;23:27, 27 June 2006 (UTC)&lt;br /&gt;
* {{GPS|70|359|26|398}}&amp;lt;br /&amp;gt;17:18, 10 June 2006 (BST)&lt;br /&gt;
* {{GPS|70|375|26|385}}&amp;lt;br /&amp;gt;06:00, 28 May 2006 (BST)&lt;br /&gt;
* {{GPS|70|356|26|364}}&amp;lt;br /&amp;gt;22:05, 24 May 2006 (BST)&lt;br /&gt;
* {{GPS|70|360|26|370}}&amp;lt;br /&amp;gt;11:22, 24 May 2006 (BST)&lt;br /&gt;
* {{GPS|70|399|26|337}}&amp;lt;br /&amp;gt;20:06, 17 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
{{Shamansnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Shamans]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=XP&amp;diff=8650</id>
		<title>XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=XP&amp;diff=8650"/>
		<updated>2006-07-16T00:01:52Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience points''' ('''XP''') are earned by players through various actions and are used to buy [[skills]]. A new character must spend 100 XP on their first skill; each successive skill costs 25 XP more.&lt;br /&gt;
&lt;br /&gt;
== Gaining XP ==&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacking, characters receive XP equal to weapon damage for each successful hit. XP awarded is equal to full weapon damage even when then target has just 1 HP.&lt;br /&gt;
&lt;br /&gt;
All XP awards are halved for attacks on players on the same [[Character classes|side]]. There is no XP award for attacks on [[NPC]] [[trader]]s.&lt;br /&gt;
&lt;br /&gt;
==== Kill bonuses ====&lt;br /&gt;
When a target dies, the character dealing the killing blow receives a bonus XP award of ''(5 + target's maximum HP) / 2'', rounded up. (See [[animals]] for bonuses for killing animals, which do not always follow this formula.) There is no bonus for killing NPC traders.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Applying a healing [[Items|item]] to yourself, another player, an animal, or an NPC gives you XP equal to the number of [[Gameplay#Hit Points|HP]] healed. For example, if you use a first-aid kit to heal 1 HP, you gain only 1 XP. Eating tasty berries gives up to 2 XP, mangos and bananas give 1 XP (to players without full health), and so on. Similarly, a character with ''[[first aid]]'' or ''[[natural medicine]]'' can earn up to 10 XP using a first aid kit or healing herbs.&lt;br /&gt;
&lt;br /&gt;
=== Poisoning ===&lt;br /&gt;
Eating a poisonous berries inflicts 2 HP of damage while giving you 2 XP. Drinking a bottle or gourd of salt water likewise causes 2 HP damage for 2 XP. It is not known whether a player with 1 HP who eats poison berries is awarded 1 XP or 2. There is no XP bonus for killing yourself.&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
There is an occasional 1 XP award when chopping jungle (of any density). Revealing a hut by chopping down vegetation yields 10 XP. Revealing a food source (a bush or a fruit tree) by chopping vegetation yields a 5 XP reward. (See [[Special weapon event odds]] for research on the matter.)&lt;br /&gt;
&lt;br /&gt;
=== Haunting ===&lt;br /&gt;
Spirits can gain XP by using spirit scream [[skills]]. ''[[Haunting scream]]'' gives 1 XP for 1 AP (or 2 XP for 2 AP). ''[[Shocking shriek]]'' and ''[[banshee wail]]'' give progressively more XP, increasing with the number of damaged victims. 15 XP for 6 AP is the highest award, but even in a very crowded location, 8 XP or 12 XP for 6 AP is a typical outcome. It is speculated that spirits receive a kill bonus when a victim dies of fright (such kills are quite rare).&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
Whenever a [[trader]]'s stock of an item is short, a player who [[trade]]s them that item will receive 1 XP. &lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=XP&amp;diff=8649</id>
		<title>XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=XP&amp;diff=8649"/>
		<updated>2006-07-16T00:01:16Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Haunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience points''' ('''XP''') are earned by players through various actions and are used to buy [[skills]]. A new character must spend 100 XP on their first skill; each successive skill costs 25 XP more.&lt;br /&gt;
&lt;br /&gt;
== Gaining XP ==&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacking, characters receive XP equal to weapon damage for each successful hit. XP awarded is equal to full weapon damage even when then target has just 1 HP.&lt;br /&gt;
&lt;br /&gt;
All XP awards are halved for attacks on players on the same [[Character classes|side]]. There is no XP award for attacks on [[NPC]] [[trader]]s.&lt;br /&gt;
&lt;br /&gt;
==== Kill bonuses ====&lt;br /&gt;
When a target dies, the character dealing the killing blow receives a bonus XP award of ''(5 + target's maximum HP) / 2'', rounded up. (See [[animals]] for bonuses for killing animals, which do not always follow this formula.) There is no bonus for killing NPC traders.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Applying a healing [[Items|item]] to yourself, another player, an animal, or an NPC gives you XP equal to the number of [[Gameplay#Hit Points|HP]] healed. For example, if you use a first-aid kit to heal 1 HP, you gain only 1 XP. Eating tasty berries gives up to 2 XP, mangos and bananas give 1 XP (to players without full health), and so on. Similarly, a character with ''[[first aid]]'' or ''[[natural medicine]]'' can earn up to 10 XP using a first aid kit or healing herbs.&lt;br /&gt;
&lt;br /&gt;
=== Poisoning ===&lt;br /&gt;
Eating a poisonous berries inflicts 2 HP of damage while giving you 2 XP. Drinking a bottle or gourd of salt water likewise causes 2 HP damage for 2 XP. It is not known whether a player with 1 HP who eats poison berries is awarded 1 XP or 2. There is no XP bonus for killing yourself.&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
There is an occasional 1 XP award when chopping jungle (of any density). Revealing a hut by chopping down vegetation yields 10 XP. Revealing a food source (a bush or a fruit tree) by chopping vegetation yields a 5 XP reward. (See [[Special weapon event odds]] for research on the matter.)&lt;br /&gt;
&lt;br /&gt;
=== Haunting ===&lt;br /&gt;
Spirits can gain XP by using spirit scream [[skills]]. ''[[Haunting scream]]'' gives 1 XP for 1 AP (or 2 XP for 2 AP). ''[[Shocking shriek]]'' and ''[[banshee wail]]'' give progressively more XP, increasing with the number of damaged victims. 15 XP for 6 AP is the highest award, but even in a very crowded location, 8 XP or 12 XP for 6 AP is a typical outcome. It is speculated that spirits receive a kill bonus when a victim dies of fright (such kills are quite rare).&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
If a [[trader]]'s stock of an item is empty, a player who [[trade]]s them that item will receive 1 XP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=XP&amp;diff=8648</id>
		<title>XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=XP&amp;diff=8648"/>
		<updated>2006-07-15T23:53:33Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Healing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience points''' ('''XP''') are earned by players through various actions and are used to buy [[skills]]. A new character must spend 100 XP on their first skill; each successive skill costs 25 XP more.&lt;br /&gt;
&lt;br /&gt;
== Gaining XP ==&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacking, characters receive XP equal to weapon damage for each successful hit. XP awarded is equal to full weapon damage even when then target has just 1 HP.&lt;br /&gt;
&lt;br /&gt;
All XP awards are halved for attacks on players on the same [[Character classes|side]]. There is no XP award for attacks on [[NPC]] [[trader]]s.&lt;br /&gt;
&lt;br /&gt;
==== Kill bonuses ====&lt;br /&gt;
When a target dies, the character dealing the killing blow receives a bonus XP award of ''(5 + target's maximum HP) / 2'', rounded up. (See [[animals]] for bonuses for killing animals, which do not always follow this formula.) There is no bonus for killing NPC traders.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Applying a healing [[Items|item]] to yourself, another player, an animal, or an NPC gives you XP equal to the number of [[Gameplay#Hit Points|HP]] healed. For example, if you use a first-aid kit to heal 1 HP, you gain only 1 XP. Eating tasty berries gives up to 2 XP, mangos and bananas give 1 XP (to players without full health), and so on. Similarly, a character with ''[[first aid]]'' or ''[[natural medicine]]'' can earn up to 10 XP using a first aid kit or healing herbs.&lt;br /&gt;
&lt;br /&gt;
=== Poisoning ===&lt;br /&gt;
Eating a poisonous berries inflicts 2 HP of damage while giving you 2 XP. Drinking a bottle or gourd of salt water likewise causes 2 HP damage for 2 XP. It is not known whether a player with 1 HP who eats poison berries is awarded 1 XP or 2. There is no XP bonus for killing yourself.&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
There is an occasional 1 XP award when chopping jungle (of any density). Revealing a hut by chopping down vegetation yields 10 XP. Revealing a food source (a bush or a fruit tree) by chopping vegetation yields a 5 XP reward. (See [[Special weapon event odds]] for research on the matter.)&lt;br /&gt;
&lt;br /&gt;
=== Haunting ===&lt;br /&gt;
:''This information is tentative; see [[Death]] for details.''&lt;br /&gt;
Spirits can gain XP by using spirit scream [[skills]]. ''[[Haunting scream]]'' gives 1 XP per AP. ''[[Shocking shriek]]'' and ''[[banshee wail]]'' give progressively more XP, increasing with the number of damaged victims. (15 XP for 6 AP is the highest award, but even in a very crowded location, 8 XP or 12 XP for 6 AP is typical.) It is speculated that spirits do not receive a kill bonus when a victim dies of fright.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
If a [[trader]]'s stock of an item is empty, a player who [[trade]]s them that item will receive 1 XP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=XP&amp;diff=8647</id>
		<title>XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=XP&amp;diff=8647"/>
		<updated>2006-07-15T23:52:40Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Exploring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience points''' ('''XP''') are earned by players through various actions and are used to buy [[skills]]. A new character must spend 100 XP on their first skill; each successive skill costs 25 XP more.&lt;br /&gt;
&lt;br /&gt;
== Gaining XP ==&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacking, characters receive XP equal to weapon damage for each successful hit. XP awarded is equal to full weapon damage even when then target has just 1 HP.&lt;br /&gt;
&lt;br /&gt;
All XP awards are halved for attacks on players on the same [[Character classes|side]]. There is no XP award for attacks on [[NPC]] [[trader]]s.&lt;br /&gt;
&lt;br /&gt;
==== Kill bonuses ====&lt;br /&gt;
When a target dies, the character dealing the killing blow receives a bonus XP award of ''(5 + target's maximum HP) / 2'', rounded up. (See [[animals]] for bonuses for killing animals, which do not always follow this formula.) There is no bonus for killing NPC traders.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Applying a healing [[Items|item]] to yourself, another player, an animal, or an NPC gives you XP equal to the number of [[Gameplay#Hit Points|HP]] healed. For example, if you drink a bottle of water (which can heal 5 HP) to heal 1 HP, you gain only 1 XP. Eating tasty berries gives up to 2 XP, mangos and bananas give 1 XP (to players without full health), and so on. Similarly, a character with ''[[first aid]]'' or ''[[natural medicine]]'' can earn up to 10 XP using a first aid kit or healing herbs.&lt;br /&gt;
&lt;br /&gt;
=== Poisoning ===&lt;br /&gt;
Eating a poisonous berries inflicts 2 HP of damage while giving you 2 XP. Drinking a bottle or gourd of salt water likewise causes 2 HP damage for 2 XP. It is not known whether a player with 1 HP who eats poison berries is awarded 1 XP or 2. There is no XP bonus for killing yourself.&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
There is an occasional 1 XP award when chopping jungle (of any density). Revealing a hut by chopping down vegetation yields 10 XP. Revealing a food source (a bush or a fruit tree) by chopping vegetation yields a 5 XP reward. (See [[Special weapon event odds]] for research on the matter.)&lt;br /&gt;
&lt;br /&gt;
=== Haunting ===&lt;br /&gt;
:''This information is tentative; see [[Death]] for details.''&lt;br /&gt;
Spirits can gain XP by using spirit scream [[skills]]. ''[[Haunting scream]]'' gives 1 XP per AP. ''[[Shocking shriek]]'' and ''[[banshee wail]]'' give progressively more XP, increasing with the number of damaged victims. (15 XP for 6 AP is the highest award, but even in a very crowded location, 8 XP or 12 XP for 6 AP is typical.) It is speculated that spirits do not receive a kill bonus when a victim dies of fright.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
If a [[trader]]'s stock of an item is empty, a player who [[trade]]s them that item will receive 1 XP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=XP&amp;diff=8646</id>
		<title>XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=XP&amp;diff=8646"/>
		<updated>2006-07-15T23:52:08Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Haunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience points''' ('''XP''') are earned by players through various actions and are used to buy [[skills]]. A new character must spend 100 XP on their first skill; each successive skill costs 25 XP more.&lt;br /&gt;
&lt;br /&gt;
== Gaining XP ==&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacking, characters receive XP equal to weapon damage for each successful hit. XP awarded is equal to full weapon damage even when then target has just 1 HP.&lt;br /&gt;
&lt;br /&gt;
All XP awards are halved for attacks on players on the same [[Character classes|side]]. There is no XP award for attacks on [[NPC]] [[trader]]s.&lt;br /&gt;
&lt;br /&gt;
==== Kill bonuses ====&lt;br /&gt;
When a target dies, the character dealing the killing blow receives a bonus XP award of ''(5 + target's maximum HP) / 2'', rounded up. (See [[animals]] for bonuses for killing animals, which do not always follow this formula.) There is no bonus for killing NPC traders.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Applying a healing [[Items|item]] to yourself, another player, an animal, or an NPC gives you XP equal to the number of [[Gameplay#Hit Points|HP]] healed. For example, if you drink a bottle of water (which can heal 5 HP) to heal 1 HP, you gain only 1 XP. Eating tasty berries gives up to 2 XP, mangos and bananas give 1 XP (to players without full health), and so on. Similarly, a character with ''[[first aid]]'' or ''[[natural medicine]]'' can earn up to 10 XP using a first aid kit or healing herbs.&lt;br /&gt;
&lt;br /&gt;
=== Poisoning ===&lt;br /&gt;
Eating a poisonous berries inflicts 2 HP of damage while giving you 2 XP. Drinking a bottle or gourd of salt water likewise causes 2 HP damage for 2 XP. It is not known whether a player with 1 HP who eats poison berries is awarded 1 XP or 2. There is no XP bonus for killing yourself.&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
There is an occasional 1 XP award when chopping jungle (of any density). Revealing a hut by chopping down vegetation yields 10 XP. Revealing a food source (a bush or a fruit tree) by chopping vegetation also yields 5 XP reward. (See [[Special weapon event odds]] for research on the matter.)&lt;br /&gt;
&lt;br /&gt;
=== Haunting ===&lt;br /&gt;
:''This information is tentative; see [[Death]] for details.''&lt;br /&gt;
Spirits can gain XP by using spirit scream [[skills]]. ''[[Haunting scream]]'' gives 1 XP per AP. ''[[Shocking shriek]]'' and ''[[banshee wail]]'' give progressively more XP, increasing with the number of damaged victims. (15 XP for 6 AP is the highest award, but even in a very crowded location, 8 XP or 12 XP for 6 AP is typical.) It is speculated that spirits do not receive a kill bonus when a victim dies of fright.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
If a [[trader]]'s stock of an item is empty, a player who [[trade]]s them that item will receive 1 XP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=XP&amp;diff=8645</id>
		<title>XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=XP&amp;diff=8645"/>
		<updated>2006-07-15T23:50:04Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Exploring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience points''' ('''XP''') are earned by players through various actions and are used to buy [[skills]]. A new character must spend 100 XP on their first skill; each successive skill costs 25 XP more.&lt;br /&gt;
&lt;br /&gt;
== Gaining XP ==&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacking, characters receive XP equal to weapon damage for each successful hit. XP awarded is equal to full weapon damage even when then target has just 1 HP.&lt;br /&gt;
&lt;br /&gt;
All XP awards are halved for attacks on players on the same [[Character classes|side]]. There is no XP award for attacks on [[NPC]] [[trader]]s.&lt;br /&gt;
&lt;br /&gt;
==== Kill bonuses ====&lt;br /&gt;
When a target dies, the character dealing the killing blow receives a bonus XP award of ''(5 + target's maximum HP) / 2'', rounded up. (See [[animals]] for bonuses for killing animals, which do not always follow this formula.) There is no bonus for killing NPC traders.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Applying a healing [[Items|item]] to yourself, another player, an animal, or an NPC gives you XP equal to the number of [[Gameplay#Hit Points|HP]] healed. For example, if you drink a bottle of water (which can heal 5 HP) to heal 1 HP, you gain only 1 XP. Eating tasty berries gives up to 2 XP, mangos and bananas give 1 XP (to players without full health), and so on. Similarly, a character with ''[[first aid]]'' or ''[[natural medicine]]'' can earn up to 10 XP using a first aid kit or healing herbs.&lt;br /&gt;
&lt;br /&gt;
=== Poisoning ===&lt;br /&gt;
Eating a poisonous berries inflicts 2 HP of damage while giving you 2 XP. Drinking a bottle or gourd of salt water likewise causes 2 HP damage for 2 XP. It is not known whether a player with 1 HP who eats poison berries is awarded 1 XP or 2. There is no XP bonus for killing yourself.&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
There is an occasional 1 XP award when chopping jungle (of any density). Revealing a hut by chopping down vegetation yields 10 XP. Revealing a food source (a bush or a fruit tree) by chopping vegetation also yields 5 XP reward. (See [[Special weapon event odds]] for research on the matter.)&lt;br /&gt;
&lt;br /&gt;
=== Haunting ===&lt;br /&gt;
:''This information is tentative; see [[Death]] for details.''&lt;br /&gt;
Spirits can gain XP by using spirit scream [[skills]]. ''[[Haunting scream]]'' is believed to give 1 XP per scream (when heard by another player). ''[[Shocking shriek]]'' and ''[[banshee wail]]'' give progressively more XP, increasing with the number of damaged victims. It is speculated that spirits receive a kill bonus when a victim dies of fright.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
If a [[trader]]'s stock of an item is empty, a player who [[trade]]s them that item will receive 1 XP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=XP&amp;diff=8644</id>
		<title>XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=XP&amp;diff=8644"/>
		<updated>2006-07-15T23:49:27Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Poisoning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience points''' ('''XP''') are earned by players through various actions and are used to buy [[skills]]. A new character must spend 100 XP on their first skill; each successive skill costs 25 XP more.&lt;br /&gt;
&lt;br /&gt;
== Gaining XP ==&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacking, characters receive XP equal to weapon damage for each successful hit. XP awarded is equal to full weapon damage even when then target has just 1 HP.&lt;br /&gt;
&lt;br /&gt;
All XP awards are halved for attacks on players on the same [[Character classes|side]]. There is no XP award for attacks on [[NPC]] [[trader]]s.&lt;br /&gt;
&lt;br /&gt;
==== Kill bonuses ====&lt;br /&gt;
When a target dies, the character dealing the killing blow receives a bonus XP award of ''(5 + target's maximum HP) / 2'', rounded up. (See [[animals]] for bonuses for killing animals, which do not always follow this formula.) There is no bonus for killing NPC traders.&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Applying a healing [[Items|item]] to yourself, another player, an animal, or an NPC gives you XP equal to the number of [[Gameplay#Hit Points|HP]] healed. For example, if you drink a bottle of water (which can heal 5 HP) to heal 1 HP, you gain only 1 XP. Eating tasty berries gives up to 2 XP, mangos and bananas give 1 XP (to players without full health), and so on. Similarly, a character with ''[[first aid]]'' or ''[[natural medicine]]'' can earn up to 10 XP using a first aid kit or healing herbs.&lt;br /&gt;
&lt;br /&gt;
=== Poisoning ===&lt;br /&gt;
Eating a poisonous berries inflicts 2 HP of damage while giving you 2 XP. Drinking a bottle or gourd of salt water likewise causes 2 HP damage for 2 XP. It is not known whether a player with 1 HP who eats poison berries is awarded 1 XP or 2. There is no XP bonus for killing yourself.&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
There is an occasional 1 XP award when chopping jungle (of any density). Revealing a hut by chopping down vegetation yields 10 XP. Revealing a food source (a bush or a fruit tree) by chopping vegetation also yields an unknown XP reward. (See [[Special weapon event odds]] for research on the matter.)&lt;br /&gt;
&lt;br /&gt;
=== Haunting ===&lt;br /&gt;
:''This information is tentative; see [[Death]] for details.''&lt;br /&gt;
Spirits can gain XP by using spirit scream [[skills]]. ''[[Haunting scream]]'' is believed to give 1 XP per scream (when heard by another player). ''[[Shocking shriek]]'' and ''[[banshee wail]]'' give progressively more XP, increasing with the number of damaged victims. It is speculated that spirits receive a kill bonus when a victim dies of fright.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
If a [[trader]]'s stock of an item is empty, a player who [[trade]]s them that item will receive 1 XP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Pabkim&amp;diff=8640</id>
		<title>Pabkim</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Pabkim&amp;diff=8640"/>
		<updated>2006-07-15T23:00:15Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
[[Shaman]] uses this page as a template for Pabkim's current location. Please observe the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags closely, and do not change them unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
'''Pabkim''' is a wandering [[shaman]] with no ties to any village.&lt;br /&gt;
&lt;br /&gt;
==Current sighting==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
To update the current sighting, cut and paste the existing row to &amp;quot;Previous sightings&amp;quot;, removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with &amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt; (5 tildes). &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;/noinclude&amp;gt;{{GPS|70|404|26|463}}&amp;lt;br /&amp;gt;23:00, 15 July 2006 (UTC)&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Previous sightings==&lt;br /&gt;
&amp;lt;!-- New sightings belong at the TOP of this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{GPS|70|428|26|467}}&amp;lt;br /&amp;gt;14:59, 10 July 2006 (UTC)&lt;br /&gt;
* {{GPS|70|371|26|432}}&amp;lt;br /&amp;gt;23:27, 27 June 2006 (UTC)&lt;br /&gt;
* {{GPS|70|359|26|398}}&amp;lt;br /&amp;gt;17:18, 10 June 2006 (BST)&lt;br /&gt;
* {{GPS|70|375|26|385}}&amp;lt;br /&amp;gt;06:00, 28 May 2006 (BST)&lt;br /&gt;
* {{GPS|70|356|26|364}}&amp;lt;br /&amp;gt;22:05, 24 May 2006 (BST)&lt;br /&gt;
* {{GPS|70|360|26|370}}&amp;lt;br /&amp;gt;11:22, 24 May 2006 (BST)&lt;br /&gt;
* {{GPS|70|399|26|337}}&amp;lt;br /&amp;gt;20:06, 17 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
{{Shamansnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Shamans]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Tycho44&amp;diff=8627</id>
		<title>User:Tycho44</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Tycho44&amp;diff=8627"/>
		<updated>2006-07-15T04:17:24Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: kills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profile|1987|Tycho Yarr Everett}}&lt;br /&gt;
:There are those who claim that the shaggy beard woven with native monkeypaw charms and his &amp;quot;unusully affactad menner uf speeken&amp;quot; are simply a front, and that this coin-shuffling pirate is none other than the right honourable Tycho Everett of the Royal Academy of Turf Accounting, New Arkham division. The bookie mysteriously disappeared from Malton following a 44-1 payoff on NecroTech serum amid allegations of insider trading. &lt;br /&gt;
:Shortly thereafter, Tycho &amp;quot;Yarr&amp;quot; Everett surfaced in '''[[The Scurvy Crew of The Hell-born Strumpet]]''', where he marked for billiards, darts, and mumblety-peg. Tycho made odds on tomorrow's wind, yesterday's grog consumption, rats in the stew, and the likelihood of the Strumpet wrecking on the heretofore undiscovered island of [[Shartak]]. &lt;br /&gt;
:After a particularly unfortunate instance of the latter wager left him bankrupt, Tycho marched forth into the uncharted jungle. His modest mission: To inventory, catalog, and obtain [[search odds]] for all [[items]] to be found on the entire island of Shartak. To track movement of these items through [[trading|trading huts]] and between [[outsiders]] and [[natives]]. To locate natural resource locations, to engage in monopolistic trade practices, and to exploit arbitrage opportunities. With the help of Lord Shade's new organization, '''[[The South Shartak Trading Company]]''', Tycho hopes to use market commerce and wild gambling excesses to form the backbone of the new Shartak economy. &lt;br /&gt;
&lt;br /&gt;
*Current wealth: 600 gold coins and 10+ gems.&lt;br /&gt;
*Current wealth target: 1001 gold coins and 10+ gems. &lt;br /&gt;
&lt;br /&gt;
Current kills: &lt;br /&gt;
*killed an outsider-killer from Raktam who attacked me repeatedly (~April, before logs).&lt;br /&gt;
*killed {{profile|453|Armadox}} (July 14). The self-described &amp;quot;butcher&amp;quot; attacked without provocation and made a good effort to kill me, but friendly allies helped me out. &lt;br /&gt;
&lt;br /&gt;
Significant contributions to:&lt;br /&gt;
* [[Trading]] (price list, aka New York Stock Exchange)&lt;br /&gt;
* [[Trading hut stock reports]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[How searching works]]&lt;br /&gt;
* [[Statistical analysis]]&lt;br /&gt;
* [[Search results]]&lt;br /&gt;
* [[Search odds discussion]]&lt;br /&gt;
* [[Search Odds]]&lt;br /&gt;
* [[Search Odds Condensed]]&lt;br /&gt;
* [[XP]]&lt;br /&gt;
* [[Animals]]&lt;br /&gt;
&lt;br /&gt;
As well as: &lt;br /&gt;
[[Locations]]&lt;br /&gt;
[[Terrain]]&lt;br /&gt;
[[Skills]]&lt;br /&gt;
[[Character Classes]]&lt;br /&gt;
[[Items]]&lt;br /&gt;
[[Death]]&lt;br /&gt;
[[Hut]]&lt;br /&gt;
&lt;br /&gt;
Tycho spends entirely too much time editing wikis. --[[User:Tycho44|Tycho44]] {{CURRENTTIME}}, {{CURRENTDAY}} {{CURRENTMONTHNAME}} {{CURRENTYEAR}} (BST)&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
&lt;br /&gt;
Here are some of my Shartak suggestions; most of these suggestions have been made independently by other players as well. &lt;br /&gt;
&lt;br /&gt;
Suggestions that appear to be implemented (or known to be in the pipeline): &lt;br /&gt;
* blowpipe poison of 1 per turn for 4 turns&lt;br /&gt;
* ranged weapons have a reduced chance of reactive animal attacks&lt;br /&gt;
* contact home shaman for cheaper than contact roaming shaman&lt;br /&gt;
* short-stock and long-stock pricing in the Trading Hut&lt;br /&gt;
* less FAK restocking in the Trading Huts, especially in the Pirate Shipwreck&lt;br /&gt;
* time-based item depletion in the Trading Hut (e.g. 10% per day)&lt;br /&gt;
* per-trade item depletion in the Trading Hut (e.g. trader receives N items but only restocks N-1 of them)&lt;br /&gt;
* ''Tracking Mastery'' (costs 0.5 AP to track)&lt;br /&gt;
* geographically-specific charms (monkey claw, parrot feather, rabbit foot found in different areas of Shartak, rather than equal chance of each charm in every location)&lt;br /&gt;
* ''Exorcism'' (send spirit random distance in a random direction)&lt;br /&gt;
&lt;br /&gt;
Here are some of my Shartak suggestions that have not been implemented:&lt;br /&gt;
&lt;br /&gt;
===Tycho44 proposal for Trading Hut pricing===&lt;br /&gt;
&lt;br /&gt;
''under construction''&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' the Trading Huts reward characters who sit at home, and penalize characters who travel to foreign encampments. It is well-established that a character can earn 36+ gold coins per day by sitting at home and dumping at the local trader. Since camps are several days journey apart, foreign camps have to promise +72 gold coins of '''extra profit''' -- not just trade value, but trade value over and above the trade value in the local trading hut. &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Changing the First-Aid Kit find rate in the Medical Hut is not a solution. Local dumping can be performed from the Medical Hut, the Ammo Hut, the Treasure Hold, a Mango Tree, or even by recycling the Trader's inventory. Reducing particular find rates will harm the game in various ways, but will never improve the desirability of foreign travel. (Unless certain desired items are not locally available at all, such as GPS Units, Gems, Charms, the Heavy Sword, and so on.) &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Tweaking short-stock and long-stock pricing is not a solution. Stock-based pricing makes foreign travel vastly more risky and undesirable -- characters are encouraged to stay at their home camp and take advantage of known shortages, rather than risk carting stock overland for days to a foreign camp, only to have a single character dump enough to destroy the demand-inventory. And in order to obtain profit levels that would justify a two-day journey, demand prices would have to be absolutely ridiculous -- surely 10 or 20 times the normal pricing. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Prices in the Trading Hut should reward you based upon the distance you've traveled. By directly addressing the issue, the solution is guaranteed to work. Here's how it happens: &lt;br /&gt;
&lt;br /&gt;
(1) Characters who are new to a foreign Trading Hut receive a very beneficial exchange rate, perhaps for a full day or so. &amp;quot;How exciting! It's not often that I see a new face around here. Do you have any items that you'd like to trade?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
(2) After a character has spent several days in the same Trading Hut, even in a foreign camp, the local trader becomes bored, and the trade rate returns to normal. This encourages the trading character to move on. &amp;quot;You're becoming a familiar sight around here. Haven't I already seen what you have to offer?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(3) Characters who farm the Medical Hut in their home encampment and repeatedly dump items to their own trader receive the poorest exchange rate. &amp;quot;You do realize that there's an entire island out there to explore, don't you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This entire process could be implemented using a single hidden character flag, that contains a time-stamp and a camp name. Whenever the character interacts with a different Trader (in a new camp), the flag updates. If the player is newly interacting with a foreign trader (timestamp &amp;lt;24 hours old), the trade rate is Favorable. If the player is interacting long-term with the same foreign trader (timestamp &amp;gt;24 hours) or is newly interacting with their home camp (timestamp &amp;lt;24 hours), the trade rate is Normal. If the player is interacting repeatedly with their home trader (timestamp &amp;gt;24 hours), the rate is Unfavorable. &lt;br /&gt;
&lt;br /&gt;
Although these favorable/unfavorable trade values might not be sufficient to make travelers wealthy, at least implementing this suggestion will encourage travel and reward greater interaction in Shartak. &lt;br /&gt;
&lt;br /&gt;
Note that this suggestion could be stacked on top of the current long/short and language-based pricing systems. Or this suggestion could fully replace the long/short pricing rules. &lt;br /&gt;
&lt;br /&gt;
===Tycho44 proposal for rifle/blowpipe skill tree===&lt;br /&gt;
&lt;br /&gt;
* basic level: 20% accuracy on firearms&lt;br /&gt;
** ''General Marksmanship'' (universal skill): +15% = 35%&lt;br /&gt;
*** ''Advanced Marksmanship'' (soldier/warrior only): +15% = 50%&lt;br /&gt;
**** ''Expert Marksmanship'' (soldier/warrior only): +15% = 65%&lt;br /&gt;
&lt;br /&gt;
* base level: 1 AP to reload 1 ammo&lt;br /&gt;
** ''Rapid Reload'' (soldier/warrior only): half-cost = 0.5 AP&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8626</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=8626"/>
		<updated>2006-07-15T04:08:27Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Natives Killed List: Wicksick Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=HAR,HAHARHHARHAAAHRRR!!!!=&lt;br /&gt;
&lt;br /&gt;
Pull up your pants and throw out your empty rum bottles because '''shore leave is over!!!''' The Captain has decided that [http://wiki.shartak.com/index.php/Wiksik Wicksick] will be the location of the Scurvy Crew of the Hell-Born Strumpet's second raid!!!! The Captain has already slain two of the local defenders and is shocked to learn that they have no fear of pirates. This be not a fault of theirs. It be the mistake of all pirates, that we have not shown them all the fun they're missing in their wretched existences as rumless natives. They even committed a sin to piratedom and referred to Captain Whitney as an Outsider, and not as a grog-chugging, mermaid-coveting, pirate. They are obviously unaware of the depths of drunken cruelty that distinguishes Pirates from Outsiders. &lt;br /&gt;
&lt;br /&gt;
The Captain has decided that come '''July 12th''' the Scurvy Crew will educate them in murder and inebriated property destruction. All crewmembers be hereby given notice to gather in the jungle outside of Wicksick in anticipation of our July 12th pillaging. Sharpen your cutlasses and fill up your rum flasks because there's more than enough murdering for any pirate!!!! &lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*'''ANNIHILATE THE RUMLESS, ELEPHANT-WORSHIPING NATIVES OF WICKSICK'''&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Bottle of Powder, one Bottle of Water, one small Arm and shot. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
When the crew left for the Dalpok raid they were tied with tea-swilling monarchists for dominance of the island. In as little as two weeks the ranks have swelled to DOUBLE what they were when we left. The Captain be pleased to see so many lime-eating parrot perches have returned to the crew. &lt;br /&gt;
&lt;br /&gt;
With Shore Leave over all crewmembers be advised to report to the jungle outside Wicksick. We be forgoing the naming of a particular spot to rally our band of brigands as there's no mecca of piratedom like the Shipwreck outside Wicksick. Just blend into the jungle and hopefully the stench of rum, gold, and blood won't give you away to the parrot-eaters before the ultra-violence on the 12th. &lt;br /&gt;
&lt;br /&gt;
The Captain's will be that any crewmembers still lingering around the wreck should announce the coming raid by writing it in the sand and placing signs for all to see. Inquirers should be directed to this wiki or simply told to go to Wiksik with rum on their breath and murder in their hearts... &lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath] Eye, it's good fun raiding the natives. Got 5 kills so far. Going back for the shaman. Who's with me eh???&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] HA HA HA HA HA HA!!!! HERE I COME, WIKSIKS!!!!!!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: &lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate:&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3171 b4ll54ck kill3r]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
&lt;br /&gt;
The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
&lt;br /&gt;
== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
[[Category:Officially recognized clans]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:'''  The Captain slit his third wicksicker throat this morning, then decided to spend the rest of the day in the shade with a bottle of rum.&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
&lt;br /&gt;
'''Rob Cath:''' &lt;br /&gt;
&lt;br /&gt;
'''Teach:'''&lt;br /&gt;
&lt;br /&gt;
'''Captain Dan: 2''' Tis obvious we be of equal calibre and strengh, let us both aim for 40. I see ye need to be redeemed, but I wish to prove myself to the Capt'n also. In the Dalpok raid, I proved my worth as a senior crew member. Now I fight to show that I am worthy of this honoured posistion to the Captain. '''I have killed Foo Fighter! He was the Leader of the Wiksik Head Hunters. Well its his head that now hangs from my belt!''' (good job, that guy makes me mad)--[[User:Badhammer|Badhammer]] 00:20, 13 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Rob Da Blade:''' &lt;br /&gt;
&lt;br /&gt;
'''Xintlaer:''' Harrr... I shall not count the heads... I shall KILL, PLUNDER, BURN, AND RAPE... or may that be that the order will be diffrent...&lt;br /&gt;
&lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
&lt;br /&gt;
'''Wolverine:''' &lt;br /&gt;
&lt;br /&gt;
'''Baron Von Roeboat:'''&lt;br /&gt;
&lt;br /&gt;
'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
&lt;br /&gt;
'''Dr Capitalism:'''&lt;br /&gt;
&lt;br /&gt;
'''Crimson Jake:'''&lt;br /&gt;
&lt;br /&gt;
'''Sigfrid:'''&lt;br /&gt;
&lt;br /&gt;
'''Anne Bonny:''' &lt;br /&gt;
&lt;br /&gt;
'''Axelius:'''&lt;br /&gt;
&lt;br /&gt;
'''OpiumJoe:''' &lt;br /&gt;
&lt;br /&gt;
'''Irene:'''&lt;br /&gt;
&lt;br /&gt;
'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
&lt;br /&gt;
'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Tycho44&amp;diff=8623</id>
		<title>User:Tycho44</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Tycho44&amp;diff=8623"/>
		<updated>2006-07-15T04:03:35Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: testing profile template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profile|1987|Tycho Yarr Everett}}&lt;br /&gt;
:There are those who claim that the shaggy beard woven with native monkeypaw charms and his &amp;quot;unusully affactad menner uf speeken&amp;quot; are simply a front, and that this coin-shuffling pirate is none other than the right honourable Tycho Everett of the Royal Academy of Turf Accounting, New Arkham division. The bookie mysteriously disappeared from Malton following a 44-1 payoff on NecroTech serum amid allegations of insider trading. &lt;br /&gt;
:Shortly thereafter, Tycho &amp;quot;Yarr&amp;quot; Everett surfaced in '''[[The Scurvy Crew of The Hell-born Strumpet]]''', where he marked for billiards, darts, and mumblety-peg. Tycho made odds on tomorrow's wind, yesterday's grog consumption, rats in the stew, and the likelihood of the Strumpet wrecking on the heretofore undiscovered island of [[Shartak]]. &lt;br /&gt;
:After a particularly unfortunate instance of the latter wager left him bankrupt, Tycho marched forth into the uncharted jungle. His modest mission: To inventory, catalog, and obtain [[search odds]] for all [[items]] to be found on the entire island of Shartak. To track movement of these items through [[trading|trading huts]] and between [[outsiders]] and [[natives]]. To locate natural resource locations, to engage in monopolistic trade practices, and to exploit arbitrage opportunities. With the help of Lord Shade's new organization, '''[[The South Shartak Trading Company]]''', Tycho hopes to use market commerce and wild gambling excesses to form the backbone of the new Shartak economy. &lt;br /&gt;
&lt;br /&gt;
*Current wealth: 600 gold coins and 10+ gems.&lt;br /&gt;
*Current wealth target: 1001 gold coins and 10+ gems. &lt;br /&gt;
&lt;br /&gt;
Significant contributions to:&lt;br /&gt;
* [[Trading]] (price list, aka New York Stock Exchange)&lt;br /&gt;
* [[Trading hut stock reports]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[How searching works]]&lt;br /&gt;
* [[Statistical analysis]]&lt;br /&gt;
* [[Search results]]&lt;br /&gt;
* [[Search odds discussion]]&lt;br /&gt;
* [[Search Odds]]&lt;br /&gt;
* [[Search Odds Condensed]]&lt;br /&gt;
* [[XP]]&lt;br /&gt;
* [[Animals]]&lt;br /&gt;
&lt;br /&gt;
As well as: &lt;br /&gt;
[[Locations]]&lt;br /&gt;
[[Terrain]]&lt;br /&gt;
[[Skills]]&lt;br /&gt;
[[Character Classes]]&lt;br /&gt;
[[Items]]&lt;br /&gt;
[[Death]]&lt;br /&gt;
[[Hut]]&lt;br /&gt;
&lt;br /&gt;
Tycho spends entirely too much time editing wikis. --[[User:Tycho44|Tycho44]] {{CURRENTTIME}}, {{CURRENTDAY}} {{CURRENTMONTHNAME}} {{CURRENTYEAR}} (BST)&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
&lt;br /&gt;
Here are some of my Shartak suggestions; most of these suggestions have been made independently by other players as well. &lt;br /&gt;
&lt;br /&gt;
Suggestions that appear to be implemented (or known to be in the pipeline): &lt;br /&gt;
* blowpipe poison of 1 per turn for 4 turns&lt;br /&gt;
* ranged weapons have a reduced chance of reactive animal attacks&lt;br /&gt;
* contact home shaman for cheaper than contact roaming shaman&lt;br /&gt;
* short-stock and long-stock pricing in the Trading Hut&lt;br /&gt;
* less FAK restocking in the Trading Huts, especially in the Pirate Shipwreck&lt;br /&gt;
* time-based item depletion in the Trading Hut (e.g. 10% per day)&lt;br /&gt;
* per-trade item depletion in the Trading Hut (e.g. trader receives N items but only restocks N-1 of them)&lt;br /&gt;
* ''Tracking Mastery'' (costs 0.5 AP to track)&lt;br /&gt;
* geographically-specific charms (monkey claw, parrot feather, rabbit foot found in different areas of Shartak, rather than equal chance of each charm in every location)&lt;br /&gt;
* ''Exorcism'' (send spirit random distance in a random direction)&lt;br /&gt;
&lt;br /&gt;
Here are some of my Shartak suggestions that have not been implemented:&lt;br /&gt;
&lt;br /&gt;
===Tycho44 proposal for Trading Hut pricing===&lt;br /&gt;
&lt;br /&gt;
''under construction''&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' the Trading Huts reward characters who sit at home, and penalize characters who travel to foreign encampments. It is well-established that a character can earn 36+ gold coins per day by sitting at home and dumping at the local trader. Since camps are several days journey apart, foreign camps have to promise +72 gold coins of '''extra profit''' -- not just trade value, but trade value over and above the trade value in the local trading hut. &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Changing the First-Aid Kit find rate in the Medical Hut is not a solution. Local dumping can be performed from the Medical Hut, the Ammo Hut, the Treasure Hold, a Mango Tree, or even by recycling the Trader's inventory. Reducing particular find rates will harm the game in various ways, but will never improve the desirability of foreign travel. (Unless certain desired items are not locally available at all, such as GPS Units, Gems, Charms, the Heavy Sword, and so on.) &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Tweaking short-stock and long-stock pricing is not a solution. Stock-based pricing makes foreign travel vastly more risky and undesirable -- characters are encouraged to stay at their home camp and take advantage of known shortages, rather than risk carting stock overland for days to a foreign camp, only to have a single character dump enough to destroy the demand-inventory. And in order to obtain profit levels that would justify a two-day journey, demand prices would have to be absolutely ridiculous -- surely 10 or 20 times the normal pricing. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Prices in the Trading Hut should reward you based upon the distance you've traveled. By directly addressing the issue, the solution is guaranteed to work. Here's how it happens: &lt;br /&gt;
&lt;br /&gt;
(1) Characters who are new to a foreign Trading Hut receive a very beneficial exchange rate, perhaps for a full day or so. &amp;quot;How exciting! It's not often that I see a new face around here. Do you have any items that you'd like to trade?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
(2) After a character has spent several days in the same Trading Hut, even in a foreign camp, the local trader becomes bored, and the trade rate returns to normal. This encourages the trading character to move on. &amp;quot;You're becoming a familiar sight around here. Haven't I already seen what you have to offer?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(3) Characters who farm the Medical Hut in their home encampment and repeatedly dump items to their own trader receive the poorest exchange rate. &amp;quot;You do realize that there's an entire island out there to explore, don't you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This entire process could be implemented using a single hidden character flag, that contains a time-stamp and a camp name. Whenever the character interacts with a different Trader (in a new camp), the flag updates. If the player is newly interacting with a foreign trader (timestamp &amp;lt;24 hours old), the trade rate is Favorable. If the player is interacting long-term with the same foreign trader (timestamp &amp;gt;24 hours) or is newly interacting with their home camp (timestamp &amp;lt;24 hours), the trade rate is Normal. If the player is interacting repeatedly with their home trader (timestamp &amp;gt;24 hours), the rate is Unfavorable. &lt;br /&gt;
&lt;br /&gt;
Although these favorable/unfavorable trade values might not be sufficient to make travelers wealthy, at least implementing this suggestion will encourage travel and reward greater interaction in Shartak. &lt;br /&gt;
&lt;br /&gt;
Note that this suggestion could be stacked on top of the current long/short and language-based pricing systems. Or this suggestion could fully replace the long/short pricing rules. &lt;br /&gt;
&lt;br /&gt;
===Tycho44 proposal for rifle/blowpipe skill tree===&lt;br /&gt;
&lt;br /&gt;
* basic level: 20% accuracy on firearms&lt;br /&gt;
** ''General Marksmanship'' (universal skill): +15% = 35%&lt;br /&gt;
*** ''Advanced Marksmanship'' (soldier/warrior only): +15% = 50%&lt;br /&gt;
**** ''Expert Marksmanship'' (soldier/warrior only): +15% = 65%&lt;br /&gt;
&lt;br /&gt;
* base level: 1 AP to reload 1 ammo&lt;br /&gt;
** ''Rapid Reload'' (soldier/warrior only): half-cost = 0.5 AP&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Tycho44&amp;diff=8503</id>
		<title>User:Tycho44</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Tycho44&amp;diff=8503"/>
		<updated>2006-07-13T07:04:58Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Tycho44 proposal for rifle/blowpipe skill tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com/profile.cgi?id=1987 Tycho Yarr Everett]&lt;br /&gt;
:There are those who claim that the shaggy beard woven with native monkeypaw charms and his &amp;quot;unusully affactad menner uf speeken&amp;quot; are simply a front, and that this coin-shuffling pirate is none other than the right honourable Tycho Everett of the Royal Academy of Turf Accounting, New Arkham division. The bookie mysteriously disappeared from Malton following a 44-1 payoff on NecroTech serum amid allegations of insider trading. &lt;br /&gt;
:Shortly thereafter, Tycho &amp;quot;Yarr&amp;quot; Everett surfaced in '''[[The Scurvy Crew of The Hell-born Strumpet]]''', where he marked for billiards, darts, and mumblety-peg. Tycho made odds on tomorrow's wind, yesterday's grog consumption, rats in the stew, and the likelihood of the Strumpet wrecking on the heretofore undiscovered island of [[Shartak]]. &lt;br /&gt;
:After a particularly unfortunate instance of the latter wager left him bankrupt, Tycho marched forth into the uncharted jungle. His modest mission: To inventory, catalog, and obtain [[search odds]] for all [[items]] to be found on the entire island of Shartak. To track movement of these items through [[trading|trading huts]] and between [[outsiders]] and [[natives]]. To locate natural resource locations, to engage in monopolistic trade practices, and to exploit arbitrage opportunities. With the help of Lord Shade's new organization, '''[[The South Shartak Trading Company]]''', Tycho hopes to use market commerce and wild gambling excesses to form the backbone of the new Shartak economy. &lt;br /&gt;
&lt;br /&gt;
*Current wealth: 600 gold coins and 10+ gems.&lt;br /&gt;
*Current wealth target: 1001 gold coins and 10+ gems. &lt;br /&gt;
&lt;br /&gt;
Significant contributions to:&lt;br /&gt;
* [[Trading]] (price list, aka New York Stock Exchange)&lt;br /&gt;
* [[Trading hut stock reports]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[How searching works]]&lt;br /&gt;
* [[Statistical analysis]]&lt;br /&gt;
* [[Search results]]&lt;br /&gt;
* [[Search odds discussion]]&lt;br /&gt;
* [[Search Odds]]&lt;br /&gt;
* [[Search Odds Condensed]]&lt;br /&gt;
* [[XP]]&lt;br /&gt;
* [[Animals]]&lt;br /&gt;
&lt;br /&gt;
As well as: &lt;br /&gt;
[[Locations]]&lt;br /&gt;
[[Terrain]]&lt;br /&gt;
[[Skills]]&lt;br /&gt;
[[Character Classes]]&lt;br /&gt;
[[Items]]&lt;br /&gt;
[[Death]]&lt;br /&gt;
[[Hut]]&lt;br /&gt;
&lt;br /&gt;
Tycho spends entirely too much time editing wikis. --[[User:Tycho44|Tycho44]] {{CURRENTTIME}}, {{CURRENTDAY}} {{CURRENTMONTHNAME}} {{CURRENTYEAR}} (BST)&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
&lt;br /&gt;
Here are some of my Shartak suggestions; most of these suggestions have been made independently by other players as well. &lt;br /&gt;
&lt;br /&gt;
Suggestions that appear to be implemented (or known to be in the pipeline): &lt;br /&gt;
* blowpipe poison of 1 per turn for 4 turns&lt;br /&gt;
* ranged weapons have a reduced chance of reactive animal attacks&lt;br /&gt;
* contact home shaman for cheaper than contact roaming shaman&lt;br /&gt;
* short-stock and long-stock pricing in the Trading Hut&lt;br /&gt;
* less FAK restocking in the Trading Huts, especially in the Pirate Shipwreck&lt;br /&gt;
* time-based item depletion in the Trading Hut (e.g. 10% per day)&lt;br /&gt;
* per-trade item depletion in the Trading Hut (e.g. trader receives N items but only restocks N-1 of them)&lt;br /&gt;
* ''Tracking Mastery'' (costs 0.5 AP to track)&lt;br /&gt;
* geographically-specific charms (monkey claw, parrot feather, rabbit foot found in different areas of Shartak, rather than equal chance of each charm in every location)&lt;br /&gt;
* ''Exorcism'' (send spirit random distance in a random direction)&lt;br /&gt;
&lt;br /&gt;
Here are some of my Shartak suggestions that have not been implemented:&lt;br /&gt;
&lt;br /&gt;
===Tycho44 proposal for Trading Hut pricing===&lt;br /&gt;
&lt;br /&gt;
''under construction''&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' the Trading Huts reward characters who sit at home, and penalize characters who travel to foreign encampments. It is well-established that a character can earn 36+ gold coins per day by sitting at home and dumping at the local trader. Since camps are several days journey apart, foreign camps have to promise +72 gold coins of '''extra profit''' -- not just trade value, but trade value over and above the trade value in the local trading hut. &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Changing the First-Aid Kit find rate in the Medical Hut is not a solution. Local dumping can be performed from the Medical Hut, the Ammo Hut, the Treasure Hold, a Mango Tree, or even by recycling the Trader's inventory. Reducing particular find rates will harm the game in various ways, but will never improve the desirability of foreign travel. (Unless certain desired items are not locally available at all, such as GPS Units, Gems, Charms, the Heavy Sword, and so on.) &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Tweaking short-stock and long-stock pricing is not a solution. Stock-based pricing makes foreign travel vastly more risky and undesirable -- characters are encouraged to stay at their home camp and take advantage of known shortages, rather than risk carting stock overland for days to a foreign camp, only to have a single character dump enough to destroy the demand-inventory. And in order to obtain profit levels that would justify a two-day journey, demand prices would have to be absolutely ridiculous -- surely 10 or 20 times the normal pricing. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Prices in the Trading Hut should reward you based upon the distance you've traveled. By directly addressing the issue, the solution is guaranteed to work. Here's how it happens: &lt;br /&gt;
&lt;br /&gt;
(1) Characters who are new to a foreign Trading Hut receive a very beneficial exchange rate, perhaps for a full day or so. &amp;quot;How exciting! It's not often that I see a new face around here. Do you have any items that you'd like to trade?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
(2) After a character has spent several days in the same Trading Hut, even in a foreign camp, the local trader becomes bored, and the trade rate returns to normal. This encourages the trading character to move on. &amp;quot;You're becoming a familiar sight around here. Haven't I already seen what you have to offer?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(3) Characters who farm the Medical Hut in their home encampment and repeatedly dump items to their own trader receive the poorest exchange rate. &amp;quot;You do realize that there's an entire island out there to explore, don't you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This entire process could be implemented using a single hidden character flag, that contains a time-stamp and a camp name. Whenever the character interacts with a different Trader (in a new camp), the flag updates. If the player is newly interacting with a foreign trader (timestamp &amp;lt;24 hours old), the trade rate is Favorable. If the player is interacting long-term with the same foreign trader (timestamp &amp;gt;24 hours) or is newly interacting with their home camp (timestamp &amp;lt;24 hours), the trade rate is Normal. If the player is interacting repeatedly with their home trader (timestamp &amp;gt;24 hours), the rate is Unfavorable. &lt;br /&gt;
&lt;br /&gt;
Although these favorable/unfavorable trade values might not be sufficient to make travelers wealthy, at least implementing this suggestion will encourage travel and reward greater interaction in Shartak. &lt;br /&gt;
&lt;br /&gt;
Note that this suggestion could be stacked on top of the current long/short and language-based pricing systems. Or this suggestion could fully replace the long/short pricing rules. &lt;br /&gt;
&lt;br /&gt;
===Tycho44 proposal for rifle/blowpipe skill tree===&lt;br /&gt;
&lt;br /&gt;
* basic level: 20% accuracy on firearms&lt;br /&gt;
** ''General Marksmanship'' (universal skill): +15% = 35%&lt;br /&gt;
*** ''Advanced Marksmanship'' (soldier/warrior only): +15% = 50%&lt;br /&gt;
**** ''Expert Marksmanship'' (soldier/warrior only): +15% = 65%&lt;br /&gt;
&lt;br /&gt;
* base level: 1 AP to reload 1 ammo&lt;br /&gt;
** ''Rapid Reload'' (soldier/warrior only): half-cost = 0.5 AP&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Tycho44&amp;diff=8502</id>
		<title>User:Tycho44</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Tycho44&amp;diff=8502"/>
		<updated>2006-07-13T06:09:36Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com/profile.cgi?id=1987 Tycho Yarr Everett]&lt;br /&gt;
:There are those who claim that the shaggy beard woven with native monkeypaw charms and his &amp;quot;unusully affactad menner uf speeken&amp;quot; are simply a front, and that this coin-shuffling pirate is none other than the right honourable Tycho Everett of the Royal Academy of Turf Accounting, New Arkham division. The bookie mysteriously disappeared from Malton following a 44-1 payoff on NecroTech serum amid allegations of insider trading. &lt;br /&gt;
:Shortly thereafter, Tycho &amp;quot;Yarr&amp;quot; Everett surfaced in '''[[The Scurvy Crew of The Hell-born Strumpet]]''', where he marked for billiards, darts, and mumblety-peg. Tycho made odds on tomorrow's wind, yesterday's grog consumption, rats in the stew, and the likelihood of the Strumpet wrecking on the heretofore undiscovered island of [[Shartak]]. &lt;br /&gt;
:After a particularly unfortunate instance of the latter wager left him bankrupt, Tycho marched forth into the uncharted jungle. His modest mission: To inventory, catalog, and obtain [[search odds]] for all [[items]] to be found on the entire island of Shartak. To track movement of these items through [[trading|trading huts]] and between [[outsiders]] and [[natives]]. To locate natural resource locations, to engage in monopolistic trade practices, and to exploit arbitrage opportunities. With the help of Lord Shade's new organization, '''[[The South Shartak Trading Company]]''', Tycho hopes to use market commerce and wild gambling excesses to form the backbone of the new Shartak economy. &lt;br /&gt;
&lt;br /&gt;
*Current wealth: 600 gold coins and 10+ gems.&lt;br /&gt;
*Current wealth target: 1001 gold coins and 10+ gems. &lt;br /&gt;
&lt;br /&gt;
Significant contributions to:&lt;br /&gt;
* [[Trading]] (price list, aka New York Stock Exchange)&lt;br /&gt;
* [[Trading hut stock reports]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[How searching works]]&lt;br /&gt;
* [[Statistical analysis]]&lt;br /&gt;
* [[Search results]]&lt;br /&gt;
* [[Search odds discussion]]&lt;br /&gt;
* [[Search Odds]]&lt;br /&gt;
* [[Search Odds Condensed]]&lt;br /&gt;
* [[XP]]&lt;br /&gt;
* [[Animals]]&lt;br /&gt;
&lt;br /&gt;
As well as: &lt;br /&gt;
[[Locations]]&lt;br /&gt;
[[Terrain]]&lt;br /&gt;
[[Skills]]&lt;br /&gt;
[[Character Classes]]&lt;br /&gt;
[[Items]]&lt;br /&gt;
[[Death]]&lt;br /&gt;
[[Hut]]&lt;br /&gt;
&lt;br /&gt;
Tycho spends entirely too much time editing wikis. --[[User:Tycho44|Tycho44]] {{CURRENTTIME}}, {{CURRENTDAY}} {{CURRENTMONTHNAME}} {{CURRENTYEAR}} (BST)&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
&lt;br /&gt;
Here are some of my Shartak suggestions; most of these suggestions have been made independently by other players as well. &lt;br /&gt;
&lt;br /&gt;
Suggestions that appear to be implemented (or known to be in the pipeline): &lt;br /&gt;
* blowpipe poison of 1 per turn for 4 turns&lt;br /&gt;
* ranged weapons have a reduced chance of reactive animal attacks&lt;br /&gt;
* contact home shaman for cheaper than contact roaming shaman&lt;br /&gt;
* short-stock and long-stock pricing in the Trading Hut&lt;br /&gt;
* less FAK restocking in the Trading Huts, especially in the Pirate Shipwreck&lt;br /&gt;
* time-based item depletion in the Trading Hut (e.g. 10% per day)&lt;br /&gt;
* per-trade item depletion in the Trading Hut (e.g. trader receives N items but only restocks N-1 of them)&lt;br /&gt;
* ''Tracking Mastery'' (costs 0.5 AP to track)&lt;br /&gt;
* geographically-specific charms (monkey claw, parrot feather, rabbit foot found in different areas of Shartak, rather than equal chance of each charm in every location)&lt;br /&gt;
* ''Exorcism'' (send spirit random distance in a random direction)&lt;br /&gt;
&lt;br /&gt;
Here are some of my Shartak suggestions that have not been implemented:&lt;br /&gt;
&lt;br /&gt;
===Tycho44 proposal for Trading Hut pricing===&lt;br /&gt;
&lt;br /&gt;
''under construction''&lt;br /&gt;
&lt;br /&gt;
'''Problem:''' the Trading Huts reward characters who sit at home, and penalize characters who travel to foreign encampments. It is well-established that a character can earn 36+ gold coins per day by sitting at home and dumping at the local trader. Since camps are several days journey apart, foreign camps have to promise +72 gold coins of '''extra profit''' -- not just trade value, but trade value over and above the trade value in the local trading hut. &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Changing the First-Aid Kit find rate in the Medical Hut is not a solution. Local dumping can be performed from the Medical Hut, the Ammo Hut, the Treasure Hold, a Mango Tree, or even by recycling the Trader's inventory. Reducing particular find rates will harm the game in various ways, but will never improve the desirability of foreign travel. (Unless certain desired items are not locally available at all, such as GPS Units, Gems, Charms, the Heavy Sword, and so on.) &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Tweaking short-stock and long-stock pricing is not a solution. Stock-based pricing makes foreign travel vastly more risky and undesirable -- characters are encouraged to stay at their home camp and take advantage of known shortages, rather than risk carting stock overland for days to a foreign camp, only to have a single character dump enough to destroy the demand-inventory. And in order to obtain profit levels that would justify a two-day journey, demand prices would have to be absolutely ridiculous -- surely 10 or 20 times the normal pricing. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Prices in the Trading Hut should reward you based upon the distance you've traveled. By directly addressing the issue, the solution is guaranteed to work. Here's how it happens: &lt;br /&gt;
&lt;br /&gt;
(1) Characters who are new to a foreign Trading Hut receive a very beneficial exchange rate, perhaps for a full day or so. &amp;quot;How exciting! It's not often that I see a new face around here. Do you have any items that you'd like to trade?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
(2) After a character has spent several days in the same Trading Hut, even in a foreign camp, the local trader becomes bored, and the trade rate returns to normal. This encourages the trading character to move on. &amp;quot;You're becoming a familiar sight around here. Haven't I already seen what you have to offer?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(3) Characters who farm the Medical Hut in their home encampment and repeatedly dump items to their own trader receive the poorest exchange rate. &amp;quot;You do realize that there's an entire island out there to explore, don't you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This entire process could be implemented using a single hidden character flag, that contains a time-stamp and a camp name. Whenever the character interacts with a different Trader (in a new camp), the flag updates. If the player is newly interacting with a foreign trader (timestamp &amp;lt;24 hours old), the trade rate is Favorable. If the player is interacting long-term with the same foreign trader (timestamp &amp;gt;24 hours) or is newly interacting with their home camp (timestamp &amp;lt;24 hours), the trade rate is Normal. If the player is interacting repeatedly with their home trader (timestamp &amp;gt;24 hours), the rate is Unfavorable. &lt;br /&gt;
&lt;br /&gt;
Although these favorable/unfavorable trade values might not be sufficient to make travelers wealthy, at least implementing this suggestion will encourage travel and reward greater interaction in Shartak. &lt;br /&gt;
&lt;br /&gt;
Note that this suggestion could be stacked on top of the current long/short and language-based pricing systems. Or this suggestion could fully replace the long/short pricing rules. &lt;br /&gt;
&lt;br /&gt;
===Tycho44 proposal for rifle/blowpipe skill tree===&lt;br /&gt;
&lt;br /&gt;
* basic level: 20% accuracy on firearms&lt;br /&gt;
** ''General Marksmanship'' (universal skill): +15% = 35%&lt;br /&gt;
*** ''Advanced Marksmanship'' (soldier/warrior only): +15% = 50%&lt;br /&gt;
**** ''Expert Marksmanship'' (soldier/warrior only): +15% = 65%&lt;br /&gt;
&lt;br /&gt;
* base level: 1 AP to reload 1 ammo&lt;br /&gt;
* ''Rapid Reload'' (soldier/warrior only): half-cost = 0.5 AP&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=8501</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=8501"/>
		<updated>2006-07-13T05:59:41Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* Living countermeasures against spirits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game Mechanics}}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
&lt;br /&gt;
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
&lt;br /&gt;
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I gave a response t othis idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
::* Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
:Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
:Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
:I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
 +Amateur Catching Skills (adds 10%)&lt;br /&gt;
  +Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
   +Taming Skills (adds 30%)&lt;br /&gt;
&lt;br /&gt;
 +Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
::Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
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This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
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Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...  -- Leaf&lt;br /&gt;
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''Comments''&lt;br /&gt;
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
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* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
:* Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.&lt;br /&gt;
--[[User:Qberry|Qberry]] 02:34, 20 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Flavor Text===&lt;br /&gt;
&lt;br /&gt;
this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Boat Construction===&lt;br /&gt;
Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
&lt;br /&gt;
'''Edit'''&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
&lt;br /&gt;
2 people: Large raft&lt;br /&gt;
&lt;br /&gt;
3-4: Small boat&lt;br /&gt;
&lt;br /&gt;
5-6: Boat&lt;br /&gt;
&lt;br /&gt;
7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat&lt;br /&gt;
&lt;br /&gt;
--[[User:Slith|Slith]] 06:42, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
::::I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
&lt;br /&gt;
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
&lt;br /&gt;
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
&lt;br /&gt;
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
&lt;br /&gt;
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
&lt;br /&gt;
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Moving through fully chopped down or overgrown jungle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Movement change|&lt;br /&gt;
suggest_scope=Every character in the game|&lt;br /&gt;
suggest_description=I sugget a change in the movement mechanics. It may not be approved by you, but I think it's logical. I wouls like to see a change that allows to reduce movement on fully chopped (d0) squares of jungle (I think that a reduction to 0,5 AP/move &amp;lt;s&amp;gt;(0,25 AP/move with Trekking skill)&amp;lt;/s&amp;gt;, and an increase on (I think) squares ranging from d7 to d9 to 2 AP/move (1 AP/move with Trekking). D10 squares stay impossible to pass, until chopped. The logic says that when you have nothing under your feet except for ground you move faster, and in dense growth areas you walk slower. Such a change as I proposed may also need an adjustment in the jungle growth speed.|&lt;br /&gt;
suggest_time=22:15, 1 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Xintlaer|Xintlaer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this, except the part about the trekking skill giving the ability to move 4 d(0) squares in one AP, that should definitely not be done. Maybe this: trekking should only apply to d(1) and up (the skill description says &amp;quot;faster movement through the jungle&amp;quot; anyway), and on d(0), all characters, whether trekking or not, should expend 0.5 AP to move onto another d(0) square. (note that if both of those changes are made it would not harm trekking-people, their AP-usage would be same as it is now.) One benefit of lowering movement cost on d(0) squares as far as game dynamics is concerned, is that it would make roads, the upkeep of roads, and the upkeep of towns (keeping towns free of jungle overgrowth), actually meaningful in a practical sense, by allowing for quicker travel. [[User:Arminius|Arminius]] 22:41, 1 June 2006 (BST)&lt;br /&gt;
** Exactly what I was going to say, Arminius. Trekking on a road would be absolutely incredible... so we just don't give trekkers any added bonus there.--[[User:Wifey|Wifey]] 23:52, 1 June 2006 (BST)&lt;br /&gt;
***Understood, agreed, changing--[[User:Xintlaer|Xintlaer]] 09:13, 2 June 2006 (BST)&lt;br /&gt;
*0.5 AP per square on roads (still 0.5 AP with Trekking). 2 AP per square on heavy jungle (1 AP with Trekking). Creates tangible effect for the Highway Society - Preservation Front conflicts. An absolutely brilliant suggestion. --[[User:Tycho44|Tycho44]] 10:06, 2 June 2006 (BST)&lt;br /&gt;
* Nice idea. Tap tap tap.. try that.. I think it should be pretty much what you've said. --[[User:Simon|Simon]] 19:40, 2 June 2006 (BST)&lt;br /&gt;
::Anyone agree that this has now been implemented and as such can be moved to [[Suggestions:Implemented]] ? --[[User:Simon|Simon]] 12:15, 9 July 2006 (UTC)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Trading Hut Prices That Reward Foreign Travel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=trading hut item pricing change|&lt;br /&gt;
suggest_scope=trading hut item prices|&lt;br /&gt;
suggest_description='''Problem:''' the Trading Huts reward characters who sit at home, and penalize characters who travel to foreign encampments. It is well-established that a character can earn 36+ gold coins per day by sitting at home and dumping at the local trader. Since camps are several days journey apart, foreign camps have to promise +72 gold coins of '''extra profit''' -- not just trade value, but trade value over and above the trade value in the local trading hut. &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Changing the First-Aid Kit find rate in the Medical Hut is not a solution. Local dumping can be performed from the Medical Hut, the Ammo Hut, the Treasure Hold, a Mango Tree, or even by recycling the Trader's inventory. Reducing particular find rates will harm the game in various ways, but will never improve the desirability of foreign travel. (Unless certain desired items are not locally available at all, such as GPS Units, Gems, Charms, the Heavy Sword, and so on.) &lt;br /&gt;
&lt;br /&gt;
''Not viable:'' Tweaking short-stock and long-stock pricing is not a solution. Stock-based pricing makes foreign travel vastly more risky and undesirable -- characters are encouraged to stay at their home camp and take advantage of known shortages, rather than risk carting stock overland for days to a foreign camp, only to have a single character dump enough to destroy the demand-inventory. And in order to obtain profit levels that would justify a two-day journey, demand prices would have to be absolutely ridiculous -- surely 10 or 20 times the normal pricing. &lt;br /&gt;
&lt;br /&gt;
'''Solution:''' Prices in the Trading Hut should reward you based upon the distance you've traveled. By directly addressing the issue, the solution is guaranteed to work. Here's how it happens: &lt;br /&gt;
&lt;br /&gt;
(1) Characters who are new to a foreign Trading Hut receive a very beneficial exchange rate, perhaps for a full day or so. &amp;quot;How exciting! It's not often that I see a new face around here. Do you have any items that you'd like to trade?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
(2) After a character has spent several days in the same Trading Hut, even in a foreign camp, the local trader becomes bored, and the trade rate returns to normal. This encourages the trading character to move on. &amp;quot;You're becoming a familiar sight around here. Haven't I already seen what you have to offer?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(3) Characters who farm the Medical Hut in their home encampment and repeatedly dump items to their own trader receive the poorest exchange rate. &amp;quot;You do realize that there's an entire island out there to explore, don't you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This entire process could be implemented using a single hidden character flag, that contains a time-stamp and a camp name. Whenever the character interacts with a different Trader (in a new camp), the flag updates. If the player is newly interacting with a foreign trader (timestamp &amp;lt;24 hours old), the trade rate is Favorable. If the player is interacting long-term with the same foreign trader (timestamp &amp;gt;24 hours) or is newly interacting with their home camp (timestamp &amp;lt;24 hours), the trade rate is Normal. If the player is interacting repeatedly with their home trader (timestamp &amp;gt;24 hours), the rate is Unfavorable. &lt;br /&gt;
&lt;br /&gt;
Although these favorable/unfavorable trade values might not be sufficient to make travelers wealthy, at least implementing this suggestion will encourage travel and reward greater interaction in Shartak. &lt;br /&gt;
&lt;br /&gt;
Note that this suggestion could be stacked on top of the current long/short and language-based pricing systems. Or this suggestion could fully replace the long/short pricing rules.|&lt;br /&gt;
suggest_time=01:19, 11 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tycho44|Tycho44]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I quite like this idea. Farming behavior is not much fun for anyone, and games that encourage it can suffer in popularity simply because the best course of action for the character is the most boring one for the player. Also, since player interaction is the whole point of multiplayer games, all antisocial behavior should perhaps be discouraged and should certainly not be profitable. We can always use more active (and interacting) players. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:14, 11 July 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Discordian_Cargo_Cult&amp;diff=8206</id>
		<title>Discordian Cargo Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Discordian_Cargo_Cult&amp;diff=8206"/>
		<updated>2006-07-11T04:06:18Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: /* The Sub-Bylaws */ set theory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Discordian Cargo Cult|&lt;br /&gt;
clan_image=|&lt;br /&gt;
clan_abbrev=D.C.C.|&lt;br /&gt;
clan_leaders=Founded by [http://www.shartak.com/profile.cgi?id=601 Oulatek]|&lt;br /&gt;
clan_membership=As long as you are not a cabbage disguised as a person|&lt;br /&gt;
clan_recruit=Open membership.  Add &amp;quot;Discordian Cargo Cult&amp;quot; to your profile, and list yourself on this page.  It's not very hard, so just do it.  Or die.  Your choice.|&lt;br /&gt;
clan_goals=To contest the claims of clans, such as the Royal Expedition and the Discordian Cargo Cult, and create conflict.|&lt;br /&gt;
clan_contact=discord@evilguru.com|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Discordian Cargo Cult''' is an aesthetic facade of blind creativity within Shartak.  It also an [http://www.shartak.com/clanview.cgi?id=17 official game clan,] open to both Native and Outsider characters.  Its goals are only communicated to clan members on a need-to-know basis.  &lt;br /&gt;
&lt;br /&gt;
==The Roules==&lt;br /&gt;
[[La Islet Bonobo|Storybook Island]] has been claimed as Discordian Cargo Cult territory; any character who ventures onto the islet is hereby advised of the Roules:&lt;br /&gt;
&lt;br /&gt;
# Join Us or Die!&lt;br /&gt;
# We say &amp;quot;Mango!!!!!&amp;quot; instead of &amp;quot;Fnord!&amp;quot; &amp;lt;!-- Mango!!!!! --&amp;gt;&lt;br /&gt;
# Do not kill players unless they are in a clan we are at war with, unless you&lt;br /&gt;
have a pretty good reason.&lt;br /&gt;
# If you know the difference between &amp;quot;uncountably infinite&amp;quot; and &amp;quot;dense&amp;quot; in set theory, please tell us&lt;br /&gt;
# If at first you don't succeed, squint and look at it sideways.&lt;br /&gt;
&lt;br /&gt;
===The Sub-Bylaws===&lt;br /&gt;
# The Royal Expedition is our enemy&lt;br /&gt;
# We have always been at war with the Royal Expedition&lt;br /&gt;
# The Societas Eruditorum is our ally&lt;br /&gt;
# The Societas Eruditorum has always been our ally&lt;br /&gt;
# Freedom is slavery&lt;br /&gt;
# Countably based is separable is Lindeloef, assuming Shartak is metric&lt;br /&gt;
&amp;lt;!-- Mango!!!!! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What's Going On==&lt;br /&gt;
We are at war with the [[Royal Expedition]] because they think the Islet is called [[Shark Island]], just because there are Mango trees there.  Well the True name is &amp;quot;[[La Islet Bonobo|Storybook Island]]&amp;quot;.  So we are having a civil war with them.  Civil, as in &amp;quot;pardon me, I'm going to hack you with this machete, terribly sorry, old chap.&amp;quot;  Also civil as in &amp;quot;let's not get into any hostilities on the mainland: skirmishes on the Islet itself only.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==A Clarification==&lt;br /&gt;
There is  no such thing as mountaineers.  Anyone who says otherwise must die.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
If you wish to join the Discordian Cargo Cult, do so by adding &amp;quot;Discordian Cargo Cult&amp;quot; to your profile.  Then add your name with a link to your profile to the list.  Mango!&lt;br /&gt;
&lt;br /&gt;
'''Members of the Discordian Cargo Cult:'''&lt;br /&gt;
&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=601 Oulatek]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=2346 Braid Beard]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=809 Robert Hooke]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1122 Eris]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=795 Death To Nazis]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=743 Sophia]&lt;br /&gt;
&lt;br /&gt;
'''Honorary Members Are Now Outlawed'''&lt;br /&gt;
Any Discordian Cargo Cultist being found in possession of honor will be summarily censured!!!!!&lt;br /&gt;
&lt;br /&gt;
==Discordian links==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Discordianism The Wikipedia Definition]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans_for_everyone]] [[Category:Officially_recognized_clans]] [[Category:Surrealism]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Discordian_Cargo_Cult&amp;diff=8205</id>
		<title>Discordian Cargo Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Discordian_Cargo_Cult&amp;diff=8205"/>
		<updated>2006-07-11T03:27:19Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: sometimes if you squint really hard, people think you're making oblique references to strabismus or the elevation of the Host&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Discordian Cargo Cult|&lt;br /&gt;
clan_image=|&lt;br /&gt;
clan_abbrev=D.C.C.|&lt;br /&gt;
clan_leaders=Founded by [http://www.shartak.com/profile.cgi?id=601 Oulatek]|&lt;br /&gt;
clan_membership=As long as you are not a cabbage disguised as a person|&lt;br /&gt;
clan_recruit=Open membership.  Add &amp;quot;Discordian Cargo Cult&amp;quot; to your profile, and list yourself on this page.  It's not very hard, so just do it.  Or die.  Your choice.|&lt;br /&gt;
clan_goals=To contest the claims of clans, such as the Royal Expedition and the Discordian Cargo Cult, and create conflict.|&lt;br /&gt;
clan_contact=discord@evilguru.com|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Discordian Cargo Cult''' is an aesthetic facade of blind creativity within Shartak.  It also an [http://www.shartak.com/clanview.cgi?id=17 official game clan,] open to both Native and Outsider characters.  Its goals are only communicated to clan members on a need-to-know basis.  &lt;br /&gt;
&lt;br /&gt;
==The Roules==&lt;br /&gt;
[[La Islet Bonobo|Storybook Island]] has been claimed as Discordian Cargo Cult territory; any character who ventures onto the islet is hereby advised of the Roules:&lt;br /&gt;
&lt;br /&gt;
# Join Us or Die!&lt;br /&gt;
# We say &amp;quot;Mango!!!!!&amp;quot; instead of &amp;quot;Fnord!&amp;quot; &amp;lt;!-- Mango!!!!! --&amp;gt;&lt;br /&gt;
# Do not kill players unless they are in a clan we are at war with, unless you&lt;br /&gt;
have a pretty good reason.&lt;br /&gt;
# If you know the difference between &amp;quot;uncountably infinite&amp;quot; and &amp;quot;dense&amp;quot; in set theory, please tell us&lt;br /&gt;
# If at first you don't succeed, squint and look at it sideways.&lt;br /&gt;
&lt;br /&gt;
===The Sub-Bylaws===&lt;br /&gt;
# The Royal Expedition is our enemy&lt;br /&gt;
# We have always been at war with the Royal Expedition&lt;br /&gt;
# The Societas Eruditorum is our ally&lt;br /&gt;
# The Societas Eruditorum has always been our ally&lt;br /&gt;
# Freedom is slavery&lt;br /&gt;
&amp;lt;!-- Mango!!!!! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What's Going On==&lt;br /&gt;
We are at war with the [[Royal Expedition]] because they think the Islet is called [[Shark Island]], just because there are Mango trees there.  Well the True name is &amp;quot;[[La Islet Bonobo|Storybook Island]]&amp;quot;.  So we are having a civil war with them.  Civil, as in &amp;quot;pardon me, I'm going to hack you with this machete, terribly sorry, old chap.&amp;quot;  Also civil as in &amp;quot;let's not get into any hostilities on the mainland: skirmishes on the Islet itself only.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==A Clarification==&lt;br /&gt;
There is  no such thing as mountaineers.  Anyone who says otherwise must die.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
If you wish to join the Discordian Cargo Cult, do so by adding &amp;quot;Discordian Cargo Cult&amp;quot; to your profile.  Then add your name with a link to your profile to the list.  Mango!&lt;br /&gt;
&lt;br /&gt;
'''Members of the Discordian Cargo Cult:'''&lt;br /&gt;
&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=601 Oulatek]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=2346 Braid Beard]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=809 Robert Hooke]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1122 Eris]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=795 Death To Nazis]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=743 Sophia]&lt;br /&gt;
&lt;br /&gt;
'''Honorary Members Are Now Outlawed'''&lt;br /&gt;
Any Discordian Cargo Cultist being found in possession of honor will be summarily censured!!!!!&lt;br /&gt;
&lt;br /&gt;
==Discordian links==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Discordianism The Wikipedia Definition]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans_for_everyone]] [[Category:Officially_recognized_clans]] [[Category:Surrealism]]&lt;/div&gt;</summary>
		<author><name>Tycho44</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=8201</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=8201"/>
		<updated>2006-07-11T01:19:10Z</updated>

		<summary type="html">&lt;p&gt;Tycho44: Trading Hut Pricing should reward traveling to foreign camps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game Mechanics}}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
&lt;br /&gt;
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
&lt;br /&gt;
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I gave a response t othis idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
::* Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
:Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
:Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
:I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
 +Amateur Catching Skills (adds 10%)&lt;br /&gt;
  +Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
   +Taming Skills (adds 30%)&lt;br /&gt;
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 +Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
::Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
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This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
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Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...  -- Leaf&lt;br /&gt;
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''Comments''&lt;br /&gt;
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
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* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
:* Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.&lt;br /&gt;
--[[User:Qberry|Qberry]] 02:34, 20 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Flavor Text===&lt;br /&gt;
&lt;br /&gt;
this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Boat Construction===&lt;br /&gt;
Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
&lt;br /&gt;
'''Edit'''&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
&lt;br /&gt;
2 people: Large raft&lt;br /&gt;
&lt;br /&gt;
3-4: Small boat&lt;br /&gt;
&lt;br /&gt;
5-6: Boat&lt;br /&gt;
&lt;br /&gt;
7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat&lt;br /&gt;
&lt;br /&gt;
--[[User:Slith|Slith]] 06:42, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
::::I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
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&lt;br /&gt;
===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
&lt;br /&gt;
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
&lt;br /&gt;
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
&lt;br /&gt;
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
&lt;br /&gt;
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
&lt;br /&gt;
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Moving through fully chopped down or overgrown jungle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Movement change|&lt;br /&gt;
suggest_scope=Every character in the game|&lt;br /&gt;
suggest_description=I sugget a change in the movement mechanics. It may not be approved by you, but I think it's logical. I wouls like to see a change that allows to reduce movement on fully chopped (d0) squares of jungle (I think that a reduction to 0,5 AP/move &amp;lt;s&amp;gt;(0,25 AP/move with Trekking skill)&amp;lt;/s&amp;gt;, and an increase on (I think) squares ranging from d7 to d9 to 2 AP/move (1 AP/move with Trekking). D10 squares stay impossible to pass, until chopped. The logic says that when you have nothing under your feet except for ground you move faster, and in dense growth areas you walk slower. Such a change as I proposed may also need an adjustment in the jungle growth speed.|&lt;br /&gt;
suggest_time=22:15, 1 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Xintlaer|Xintlaer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this, except the part about the trekking skill giving the ability to move 4 d(0) squares in one AP, that should definitely not be done. Maybe this: trekking should only apply to d(1) and up (the skill description says &amp;quot;faster movement through the jungle&amp;quot; anyway), and on d(0), all characters, whether trekking or not, should expend 0.5 AP to move onto another d(0) square. (note that if both of those changes are made it would not harm trekking-people, their AP-usage would be same as it is now.) One benefit of lowering movement cost on d(0) squares as far as game dynamics is concerned, is that it would make roads, the upkeep of roads, and the upkeep of towns (keeping towns free of jungle overgrowth), actually meaningful in a practical sense, by allowing for quicker travel. [[User:Arminius|Arminius]] 22:41, 1 June 2006 (BST)&lt;br /&gt;
** Exactly what I was going to say, Arminius. Trekking on a road would be absolutely incredible... so we just don't give trekkers any added bonus there.--[[User:Wifey|Wifey]] 23:52, 1 June 2006 (BST)&lt;br /&gt;
***Understood, agreed, changing--[[User:Xintlaer|Xintlaer]] 09:13, 2 June 2006 (BST)&lt;br /&gt;
*0.5 AP per square on roads (still 0.5 AP with Trekking). 2 AP per square on heavy jungle (1 AP with Trekking). Creates tangible effect for the Highway Society - Preservation Front conflicts. An absolutely brilliant suggestion. --[[User:Tycho44|Tycho44]] 10:06, 2 June 2006 (BST)&lt;br /&gt;
* Nice idea. Tap tap tap.. try that.. I think it should be pretty much what you've said. --[[User:Simon|Simon]] 19:40, 2 June 2006 (BST)&lt;br /&gt;
::Anyone agree that this has now been implemented and as such can be moved to [[Suggestions:Implemented]] ? --[[User:Simon|Simon]] 12:15, 9 July 2006 (UTC)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
&lt;br /&gt;
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
&lt;br /&gt;
I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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===Trading Hut Prices That Reward Foreign Travel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=trading hut item pricing change|&lt;br /&gt;
suggest_scope=trading hut item prices|&lt;br /&gt;
suggest_description='''Problem:''' the Trading Huts reward characters who sit at home, and penalize characters who travel to foreign encampments. It is well-established that a character can earn 36+ gold coins per day by sitting at home and dumping at the local trader. Since camps are several days journey apart, foreign camps have to promise +72 gold coins of '''extra profit''' -- not just trade value, but trade value over and above the trade value in the local trading hut. &lt;br /&gt;
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''Not viable:'' Changing the First-Aid Kit find rate in the Medical Hut is not a solution. Local dumping can be performed from the Medical Hut, the Ammo Hut, the Treasure Hold, a Mango Tree, or even by recycling the Trader's inventory. Reducing particular find rates will harm the game in various ways, but will never improve the desirability of foreign travel. (Unless certain desired items are not locally available at all, such as GPS Units, Gems, Charms, the Heavy Sword, and so on.) &lt;br /&gt;
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''Not viable:'' Tweaking short-stock and long-stock pricing is not a solution. Stock-based pricing makes foreign travel vastly more risky and undesirable -- characters are encouraged to stay at their home camp and take advantage of known shortages, rather than risk carting stock overland for days to a foreign camp, only to have a single character dump enough to destroy the demand-inventory. And in order to obtain profit levels that would justify a two-day journey, demand prices would have to be absolutely ridiculous -- surely 10 or 20 times the normal pricing. &lt;br /&gt;
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'''Solution:''' Prices in the Trading Hut should reward you based upon the distance you've traveled. By directly addressing the issue, the solution is guaranteed to work. Here's how it happens: &lt;br /&gt;
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(1) Characters who are new to a foreign Trading Hut receive a very beneficial exchange rate, perhaps for a full day or so. &amp;quot;How exciting! It's not often that I see a new face around here. Do you have any items that you'd like to trade?&amp;quot; &lt;br /&gt;
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(2) After a character has spent several days in the same Trading Hut, even in a foreign camp, the local trader becomes bored, and the trade rate returns to normal. This encourages the trading character to move on. &amp;quot;You're becoming a familiar sight around here. Haven't I already seen what you have to offer?&amp;quot;&lt;br /&gt;
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(3) Characters who farm the Medical Hut in their home encampment and repeatedly dump items to their own trader receive the poorest exchange rate. &amp;quot;You do realize that there's an entire island out there to explore, don't you?&amp;quot;&lt;br /&gt;
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This entire process could be implemented using a single hidden character flag, that contains a time-stamp and a camp name. Whenever the character interacts with a different Trader (in a new camp), the flag updates. If the player is newly interacting with a foreign trader (timestamp &amp;lt;24 hours old), the trade rate is Favorable. If the player is interacting long-term with the same foreign trader (timestamp &amp;gt;24 hours) or is newly interacting with their home camp (timestamp &amp;lt;24 hours), the trade rate is Normal. If the player is interacting repeatedly with their home trader (timestamp &amp;gt;24 hours), the rate is Unfavorable. &lt;br /&gt;
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Although these favorable/unfavorable trade values might not be sufficient to make travelers wealthy, at least implementing this suggestion will encourage travel and reward greater interaction in Shartak. &lt;br /&gt;
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Note that this suggestion could be stacked on top of the current long/short and language-based pricing systems. Or this suggestion could fully replace the long/short pricing rules.|&lt;br /&gt;
suggest_time=01:19, 11 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tycho44|Tycho44]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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		<author><name>Tycho44</name></author>
		
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