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		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=13885</id>
		<title>Suggestions:Miscellaneous</title>
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		<updated>2007-04-26T13:15:36Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Miscellaneous}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
===Talking parrots===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Parrots|&lt;br /&gt;
suggest_description=Possibly available by use of a parrot training skill, but probably more fun if you have to repeat a word to a parrot a number of times. Say, a random amount between 5 and 15. Other players entering the same square will be greeted by the word (or words) that parrot has learned. For extra realism it could repeat that word ad nauseum until you either leave it's square or feel compelled to teach it something else. Obviously this would have no real game affecting effect, but it is rather amusing.|&lt;br /&gt;
suggest_time=16:57, 24 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Dog Pants|Dog Pants]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
It could repeat randomly one of the learned lines and it could be taught up to 5 sentences/words. You could not teach the parrot with head full o'words anything new, yet parrot would forget the lines after some time - month, week or so. And parrot teaching could be first animal-related skill letting you interact with them beasts. But I bet it is not so beautiful from code-side of view, as it would presumably need every parrot got her own nest in the database, in order to retrieve the words. &lt;br /&gt;
duh, forgot to sign it [[User:Lama|Lama]]&lt;br /&gt;
: Totally pointless, but I'd still enjoy this, a whole army of swearing parrots FTW --[[User:Htkl|Htkl]] 20:35, 24 April 2007 (UTC)&lt;br /&gt;
:: Sounds good to me. Heck, I'd like a parrot. Still, I like my own joke on the forums: &lt;br /&gt;
   Since your last turn: &lt;br /&gt;
   The parrot says, &amp;quot;Arr, be gone with ye.&amp;quot;&lt;br /&gt;
   The parrot bites you for 1 damage. &lt;br /&gt;
::-[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:55, 25 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Entrance text===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New text|&lt;br /&gt;
suggest_scope=Entering places|&lt;br /&gt;
suggest_description=At the moment, if as a ghost I enter a hut (at any rate), I get the message &amp;quot;You step inside.&amp;quot; As I leave, I get &amp;quot;You climb outside.&amp;quot; Now I'm pretty sure it said somewhere that ghosts are supposed to 'float through the jungle' and whatnot, so shouldn't the same apply to buildings. I suggest that the text be changed to something like &amp;quot;you float through the wall&amp;quot; - or something better, I'll leave that to Simon.|&lt;br /&gt;
suggest_time=19:50, 24th February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:slayerofmuffins|slayerofmuffins]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Plantable-Plants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=A player would be able to plant a seed or berry to have a bush grow with a slim chance of success. It may need some watering and a little time to grow. It would function like a normal tree or berry bush, and appear in a block's description. It would last until the block it was in is chopped past a certain density, so it would not work on a beach. Overgrowth by random weeds would also destroy it. It doesn't need to show up on the map as an icon. There might be a small XP reward for successfully planting one.|&lt;br /&gt;
suggest_time=05:17, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&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 sounds like the suggested [http://wiki.shartak.com/index.php/Suggestions:Skills#Planting.2Fagriculture Planting/Agriculture] skill. --[[User:Frisco|Frisco]] 19:39, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This idea is simpler and doesn't require a new skill.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:08, 27 November 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;
===Temporary Shelter===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=With quite a few pieces of driftwood, a player would be able to erect a temporary hut, for a small XP reward. If making an enterable hut is too costly on the server and/or its maintainers, then make it simply create a square in which a player is not so suceptible to attack by animals or any sort of weather implemented in the future. The hut would last until either it collapsed on its own, if improperly maintained(by adding driftwood every few days), or if attacked by another player or animal. Weather may even knock it down. This would be a fairly simple terrain type, so any additions by game implementers would work very well.|&lt;br /&gt;
suggest_time=05:11, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
===Player NotePad===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=Players need a little notepad that they can keep notes on in their profile. Notes that only they can see, such as locations of certain places of interest they have found, or plans they want to keep for the next day's AP spending or roleplaying. This would work like the player desciption, easily editable and update-able. I'd use it to keep the coordinates of berry bushes I'd find in my area I patrol.|&lt;br /&gt;
suggest_time=05:02, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&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;
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&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;
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&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;
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&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;
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&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;
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&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;
&lt;br /&gt;
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&lt;br /&gt;
=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
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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;
----&lt;br /&gt;
&lt;br /&gt;
===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
Add the concept of wind to the game.  Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on.  For now, including a changing wind speed (10mph to 30mph) may be overly complex.  Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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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;
:* A tornado/hurricane would be possible, scattering players and npcs that it runs over into adjacent squares. It would have to move every 30-60 minutes and theoretically could move players halfway across the island if it happened to throw them into the same square that it then moved into next. --[[User:Simon|Simon]] 16:20, 18 August 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;
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* 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;
**To me, heavy implies it's either thick or otherwise stronger.  However, that's just my personal take on it, and it's not really a major point.  My main suggestion is that any weapon should have a chance of breaking.  Otherwise, there will be a surplus.  Incidentally, I saw the &amp;quot;Uber Sword of Doom&amp;quot; entry, but given that this covers all weapons, I thought it best to create a separate topic.  Thank you for your input, by the way. - [[User:Black Joe|Black Joe]]&lt;br /&gt;
* I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. [[User:Arminius|Arminius]] 00:47, 27 August 2006 (UTC)&lt;br /&gt;
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===Secret Shop===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new addition|&lt;br /&gt;
suggest_scope= |&lt;br /&gt;
suggest_description= I like to see the introduction of secret shops (traders) to Shartak which allow players to purchase hard to find items (heavy sword or charms) and/or special/unique (non-searchable) items at hyper-inflated prices say between (100 to 1000 gold coins). Accesses to such shops are either treacherous (crossing an area full of giant squids in deep water) or complex (requiring the completion of puzzles/quests) or time specific (opening for one day a year) or possibly a combination of all three. This would thus open up gameplay potential for high level players who have maxed out or allow players to get certain items without having to leave it up to chance. Potentially I see such shops being placed in ruins, islands or caves to promote exploration.|&lt;br /&gt;
suggest_time=09:31, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The shop should move every now and then, so that it may be re-discovered by different people. --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 04:17, 27 November 2006 (UTC)&lt;br /&gt;
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===Merchants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Addition|&lt;br /&gt;
suggest_scope=All settlements|&lt;br /&gt;
suggest_description=At the moment, gold coins are fairly easy to get, but they aren't in much demand.  You can use them to trade, but they aren't removed from circulation.  Since new gold coins are constantly added, this means the value will steadily decline as scarcity decreases.&lt;br /&gt;
&lt;br /&gt;
I suggest splitting the trading and merchant functions.  The trader will continue to trade, but he will cease making his high speed runs to the ammo hut to replenish his stock.  He will work solely with what people trade with him.  However, there would also be a merchant.  He would accept only gold coins as payment, but would have unlimited stocks.  To reduce the chance for abuse, he would charge grossly inflated prices.  For example, a med kit runs about 2 gold coins under ordinary circumstances.  The merchant would charge 8 to 10.  He would act as a guaranteed source of supply, but you would pay dearly for the convenience.  Spending 200 gold coins would only get 20-25 med kits at this price.  Thus, newcomers without much money would not be particularly disadvantaged, since they could just search for what they need, but established players would be able to stock up on items they actually need.  Additionally, the merchant would only sell items that can be found in that settlement.  GPS could not be bought at the shipwreck, and rum could not be purchased in native villages.  Other possible alterations are linking the price to demand or adjusting price to match the item's find rate (e.g. FAK's are harder to find at the shipwreck, so the price will be higher). &lt;br /&gt;
 &lt;br /&gt;
The primary purpose of this policy is to serve as a &amp;quot;gold sink&amp;quot;.  Gold coins spent at the merchant are removed from circulation, reducing the inflation inherent in Shartak's current economic model. That being said, this is a very rough guess, and I'm sure there are flaws I've missed.  Please offer any input you may have.|&lt;br /&gt;
suggest_time=16:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Very good suggestion. Also, some major new expensive items that would only be able to be bought from the all-purpose merchant (not found by searching). I was thinking some time ago about being able to buy a cannon for 500 gold coins, which would serve as a means to actually hold a position and provide heavy defensive ability, it would fire on any enemy that comes within a square of it, and if it hits would inflict 50 damage. The specifics could be worked out. Another idea for merchants in each outsider town is to offer tickets aboard ships to the other towns, e.g. a Durham to York ticket would cost 100 gold or something, and the trip would take 50 AP, a significant reduction in AP to get from town to town, but at a steep cost. This would give people major benefits for getting lots of gold, besides the ability to trade for everyday itmes like FAKs. I'm sure people could think of even more things like this. This could really add a lot to the game. [[User:Arminius|Arminius]] 00:37, 27 August 2006 (UTC)&lt;br /&gt;
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I like the idea of the merchant very much and think it should be used--[[User:Michael edwards|Michael edwards]] 03:58, 27 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've thought about it, and I think I should add to the merchant idea.  Merchants will also purchase items, but at a substantially lower rate than a trader, and only pay gold coins.  For instance, a merchant would give one gold coin for five machetes, whereas the trader makes it an even trade. A gem would only bring two gold coins instead of ten.  This will remove excess items from circulation (particularly those like GPS units, gems, and sharpening stones that are never broken or used up). --[[User:Black Joe|Black Joe]] 01:22, 12 November 2006 (UTC)&lt;br /&gt;
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This looks like a brilliant idea, i like that the more established players wont have to search for days for a few FAKs when they have 200gc that they dont have plans for. About the cannon; i think that could link in with what somebody said about capturing towns, also (i know i'm still on about it) the trader could be made the only place to buy flintlocks, if people are still worried about balance issues. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Statistics: New Statistics===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=players|&lt;br /&gt;
suggest_description=The current statistics pages display Shartak's top explorers, top gold collectors and top killers - however there are other roles to play in the game.  This suggestion is to simply record and display a number of statistics that are currently not viewable on the statistics page such as 'wounds healed', 'spirits banished', 'items traded' and so on.&lt;br /&gt;
&lt;br /&gt;
'''Wounds healed''' wound be the number of times that a character uses a first aid kit or healing herb on another character (personal healing should not be counted if that's possible?).  It would allow a 'top healers' page.&lt;br /&gt;
&lt;br /&gt;
'''Spirits banished''' would be a simple count of spirits banished, and would allow a 'top exorcists' page.&lt;br /&gt;
&lt;br /&gt;
'''Items traded''' would reflect active trading between settlements - so items traded with the home trader would not count.  It would allow a 'top traders' list, which could be perhaps displayed on the same page as the 'wealthy characters' and allow readers to compare the two lists.|&lt;br /&gt;
suggest_time=03:33, 26 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Based on a discussion on the forum - [http://forum.shartak.com/index.php/topic,122.0.html Suggestion: New Statistics?] - '''Wounds Healed''' should be based on HP healed, '''Items traded''' should be based on trades with a trader where the trader is happy to see the character.--[[User:Johan Crichton|Johan Crichton]] 01:20, 5 February 2007 (UTC)&lt;br /&gt;
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===Boost Ad Revenue With Random Reinforcement Schedule===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=players|&lt;br /&gt;
suggest_description=Simon has ads on the wiki and in the game, right? Well, presumably the number of times these links are followed increases his ad revenue. I think when you click on an ad it should open the ad in a seperate window, as usual. But, there should also be a 10% chance of opening an additional window. This window would have a randomly generated code. When the code is spoken by a character in game, the character gains 10 additional AP. Obviously, this would be one time only per page hit. Increases ad revenue and gives savvy players additional AP. Everybody wins!&lt;br /&gt;
suggest_time=20:15, 5 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=Comment here, please.&lt;br /&gt;
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ehh... 10% is rather high. Couldn't I just go around refreshing the page with the 10% chance of getting 10 AP? 10 AP is nice, but also high. Perhaps like 10-25 gold? Or possibly like 50  -[[User:Che|Che]] 03:35, 6 January 2007 (UTC)&lt;br /&gt;
:The 'opens in new window' bit is done entirely by whichever advert provider I happen to be using at the time. As such, it's not easy/possible to add extra code to do the above suggestion. Incidentally, ProjectWonderful ads (generally the animated graphic ones) are pay-per-day rather than per click or per impression. As such it doesn't make any difference to ad revenue how often you click them. --[[User:Simon|Simon]] 20:43, 9 January 2007 (UTC)&lt;br /&gt;
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=== Bridges ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players, Landscape|&lt;br /&gt;
suggest_description=Some sections of the river should have rapids or run fast: &amp;quot; You slip in the fast current and are dragged underwater. You hit your head on a rock and die.&amp;quot; To deal with this, create bridges, with NPC &amp;quot;trolls&amp;quot; or tollmasters. &amp;quot;Tollmaster Troy, holding a large axe, snarls at you, &amp;quot;Pay me one gold coin if you want to cross this bridge!&amp;quot;, and shakes his axe at you.&amp;quot; Players then have the opportunity of either paying him or attacking him. A bridge allows more opportunity of player interaction, plus keep gold coins in circulation.|&lt;br /&gt;
suggest_time=|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Could be tricky to implement although it's a nice idea. The random 'slip in water and hurt self' part could be done for particular stretches of water, although there are only 2 real rivers on the map at present. --[[User:Simon|Simon]] 20:45, 9 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:More rivers would make exploration more easy through more ready access to fresh water supplies --[[User:Johan Crichton|Johan Crichton]] 22:13, 9 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I had guessed a troll would be a dumbed down (ie. less complicated) version of the trader. He doesn't exchange anything, he just takes gold and lets you pass. If you try to pass without paying him, he hits you with his axe, for a big HP toll, or possibly fatally. The troll might have a 100 HP life like a trader, so it'd be possible to kill him if you were up for it. I'd guess he would be multilingual, so both outsiders and natives you easily understand him (therefore not putting either class of players at a disadvantage if they didn't know foreign tongues). As for the existence of rivers generally, fresh water supplies are indeed handy, but (as someone who has never encountered alligators) there should be some peril involved in navigating a river. - [[FirstAmongstDaves]]&lt;br /&gt;
:::Yeah, Dave, some peril would be good, whether in the form of rapids, more active alligators, piranha, a disease like typhoid or whatever. Rivers historically have been useful for transportation, power and water, but also occasionally dangerous. I don't think a troll per see really fits the feel of this game, though. I, myself, have XP farmed the boundary between a river and the sea. Well, I guess technically I was in a estuary. In any case, I farmed it for weeks right next to a swamp and I think I encountered one gator.--[[User:Nosimplehiway|Nosimplehiway]] 16:14, 10 January 2007 (UTC)&lt;br /&gt;
::::Well not a &amp;quot;troll&amp;quot; per se, since that sounds mythical and not in the ethos of the game, but more a tollman with a bad temper. Given the colonists are ostensibly English, and Shartak is in the Spanish Main, he could be Spanish, I guess. &amp;quot;Fernando the Tollman&amp;quot; and &amp;quot;Pedro the Tollman&amp;quot;? With a silly accent? &amp;quot;Pay me uno gold coin if you want to cross zis bridge, amigo!&amp;quot; - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Profile Modification: Display last kill information===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=All character profiles|&lt;br /&gt;
suggest_description=In a character profile, the game displays information about what the character has killed in the game - e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NPC kills:''' 293 (Animals: 293; Shamen: 0; Traders: 0)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Natives killed:''' 6 (Raktam: 1; Dalpok: 1; Wiksik: 4)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Outsiders killed:''' 3 (Derby: 0; Durham: 1; York: 1; Shipwreck: 1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 'Died' line in a character profile displays information about when the character last died (if they've died) and where their death was at the hand of another character, lists which character that was - &lt;br /&gt;
e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Died:''' 11 times (last time was 200Y-MM-DD HH:MM at the hands of DarthVisor).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion is that the 'Kills' entries in the character profile be modified to include information about the last kill - e.g.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''NPC kills:''' 293 (Animals: 293; Shamen: 0; Traders: 0; last kill: Giant Squid)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Natives killed:''' 6 (Raktam: 1; Dalpok: 1; Wiksik: 4; last kill: Suggestiondox)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Outsiders killed:''' 3 (Derby: 0; Durham: 1; York: 1; Shipwreck: 1; last kill: Nyarlathotep)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
if that's possible to be implemented.&lt;br /&gt;
 |&lt;br /&gt;
suggest_time=00:55, 5 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Digging inside huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=UI improvement|&lt;br /&gt;
suggest_scope=Digging skill|&lt;br /&gt;
suggest_description=I have a &amp;quot;dig a hole&amp;quot; button inside huts, but whenever I click it, it tells me that no matter how badly I want to, I can't dig there.  If we really can't dig inside huts, perhaps the button should be removed while in huts.|&lt;br /&gt;
suggest_time=13:15, 26 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:08, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Map_of_caves_near_Dalpok&amp;diff=13490</id>
		<title>Talk:Map of caves near Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Map_of_caves_near_Dalpok&amp;diff=13490"/>
		<updated>2007-04-05T13:53:50Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is hideously ugly and I know it; I didn't have any ideas for making it more attractive.  I looked at the maps for pages like [[Dalpok]] but since mine needs to be 48 cells wide, those didn't seem appropriate.  Thanks!  --[[User:Vtbassmatt|VTBassMatt]] 13:53, 5 April 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Map_of_caves_near_Dalpok&amp;diff=13489</id>
		<title>Map of caves near Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Map_of_caves_near_Dalpok&amp;diff=13489"/>
		<updated>2007-04-05T13:52:58Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The caves near [[Dalpok]] have been mapped.&lt;br /&gt;
&lt;br /&gt;
 ••••••••••••••••••••••••••••••••••••••••••••••••&lt;br /&gt;
 ••CT••••••••••••••••••••••••••••••••••••••••••••&lt;br /&gt;
 •••T••••••••••••••••••••••••••••••••••••••••••••&lt;br /&gt;
 •••T••••••••••••••••••••••••••TTTTTTTTTTTTTTTT••&lt;br /&gt;
 •••TTTTTTTTTT•••••••••••••••••T••T•••••••••••T••&lt;br /&gt;
 ••••••••••••T••••••••••••••TTTTTTT•••••••••••X••&lt;br /&gt;
 ••••••••••••T••••••••••••••T••T•••••••••••••••••&lt;br /&gt;
 ••••••••••••TTTTTTTTTTTTTTTTTTT•••••••••••••••••&lt;br /&gt;
 ••••••••••••••••••••••••••••••••••••••••••••••••&lt;br /&gt;
&lt;br /&gt;
T represents a tunnel; C represents the entrace cavern; X represents a cavern with a cave-in which cannot be traversed.&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13488</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13488"/>
		<updated>2007-04-05T13:49:08Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: /* Cave complex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a [[map of caves near Dalpok]])&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internicine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=10173</id>
		<title>User:VTBassMatt</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=10173"/>
		<updated>2006-09-15T21:11:27Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the author of Shartak Map Overlay (also known as SharMap).  Check it out on [http://mattandchristy.net/sharmap my site].&lt;br /&gt;
&lt;br /&gt;
I play four characters in Shartak:&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=742 VTBassMatt], a native from [[Wiksik]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1760 Redbeard], a pirate from the [[Shipwreck]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1859 Alexander Black], a soldier from [[Durham]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=2396 Quaternion], a native from [[Raktam]]&lt;br /&gt;
&lt;br /&gt;
VTBassMatt is the founder of the [[Native Resistance Front]].  Alexander Black is the founder of the [[Civilized Highway Society]].  Interestingly, the NRF is affiliated with a group that is virulently anti-highway...&lt;br /&gt;
&lt;br /&gt;
I play [http://www.urbandead.com Urban Dead] from time to time; you might check me out [http://wiki.urbandead.com/index.php/User:VTBassMatt over there].&lt;br /&gt;
&lt;br /&gt;
I've decided to try my hand at developing a game in the Shartak/UD genre; check out [http://pixelworld.mattandchristy.net PixelWorld].  I know it's super slow; I can't afford a dedicated server at the moment!  Please pass along any suggestions or bug reports.&lt;br /&gt;
&lt;br /&gt;
One final note, for my &amp;quot;friends&amp;quot; at the leasing company in charge of my townhouse: [http://mattandchristy.net/oldvasucks Old Virginia Sucks]!&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Skills&amp;diff=9578</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Skills&amp;diff=9578"/>
		<updated>2006-08-22T19:08:55Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Skills''' give players special or improved abilities. Some require that you learn other skills first, and a few are available only to a certain [[Character classes|character class]] or side. Skills are bought with [[XP]].&lt;br /&gt;
&lt;br /&gt;
Certain skills, like ''haunting scream'' and ''basic tracking'', unlock actions which consume [[AP]]. Other skills, like ''trekking'' and ''close quarter combat'', are passive and do not need to be activated after being purchased for the player to benefit from them. While most skills in a tree have effects that stack on one another, ''haunting scream'' and ''shocking shriek'' remain individual skills (but ''banshee wail'' will replace ''shocking shriek'').&lt;br /&gt;
&lt;br /&gt;
Learning an initial skill costs 100 XP. After that, each learned skill costs 25 XP more than the previous one. Hence the formula for a skill's XP cost is ''100 + 25 * (your level)''. (Your character's level, which you can see in your profile, is the number of skills you have learned.)&lt;br /&gt;
&lt;br /&gt;
A settler, villager, soldier or warrior will have spent 11,475 XP after buying all 27 skills avilable to them. Explorers, scouts and shamans spend 10,725 XP to buy their 26 available skills, and all other classes will have all of their skills after spending a total of 10,000 XP. &lt;br /&gt;
&lt;br /&gt;
== Generic skills ==&lt;br /&gt;
&lt;br /&gt;
* '''Basic language''' - Understand the smaller words of foreign languages&amp;lt;br /&amp;gt;See [[Language]] for more information.&lt;br /&gt;
** '''Advanced language''' - Better understanding of foreign languages&lt;br /&gt;
*** '''Expert language''' - Full comprehension of foreign languages&lt;br /&gt;
&lt;br /&gt;
* '''Close quarter combat''' - Gain 10% to hit with melee attacks ''(e.g., 20% to 30% with a machete)''&lt;br /&gt;
** '''Advanced close quarter combat''' - Gain 15% to hit with melee attacks ''(e.g., 30% to 45% with a machete)''&lt;br /&gt;
&lt;br /&gt;
* '''Body building''' - Increases melee damage ''(+1 damage; e.g., 2 to 3 with a machete)''&lt;br /&gt;
** '''Stamina''' - Increases max HP by 20&lt;br /&gt;
&lt;br /&gt;
* '''Ghostly whisper''' - Allows spirits to communicate&amp;lt;br /&amp;gt; With ''ghostly whisper'', spirits can speak to any player that has the ''sixth sense'' skill. Other spirits can hear ghostly whispers, even if they lack ''sixth sense''. &lt;br /&gt;
** '''Haunting scream''' - Attract other spirits and scare nearby living players&amp;lt;br /&amp;gt; It is believed that ''haunting scream'' gives spirits a chance of dealing 1 [[HP]] of damage to living players in the area at the cost of 1-2 [[AP]]. All nearby players hear the scream, and some percentage of them take damage. It is believed that a spirit receives 0-2 [[XP]] per scream depending upon the number of listeners (perhaps 0, 1, 2+ yields 0, 1, 2 XP). &lt;br /&gt;
*** '''Shocking shriek''' - Scare nearby living players&amp;lt;br /&amp;gt; ''Shocking shriek'' is similar to ''haunting scream'' but allows spirits to deal more damage to players they frighten. Shocking shriek is superceded and replaced by the more powerful banshee wail. &lt;br /&gt;
**** '''Banshee wail''' - Frighten nearby living players&amp;lt;br /&amp;gt; Spirits with ''banshee wail'' can emit powerful wails for a cost of up to 6 AP per wail. All characters in the area of effect hear the wail, and a small percentage of hearers take 4 HP of damage. XP reward for wailing is 0-15 XP per wail depending on damage caused, averaging 8 XP in crowded locations. &lt;br /&gt;
&lt;br /&gt;
* '''Exploration''' - Helps you remember some of the places you've been&amp;lt;br /&amp;gt;Enables the &amp;quot;Map&amp;quot; button, which gives you a large-scale map of places you've visited while alive and haven't forgotten.&lt;br /&gt;
** '''Cartography''' - Stops you forgetting anywhere you've visited&amp;lt;br /&amp;gt;Note that map information is rarely forgotten and that meta-gamers can use the [http://mattandchristy.net/sharmap/ Shartak overlay].&lt;br /&gt;
** '''Trekking''' - Faster movement through the jungle&amp;lt;br /&amp;gt;Makes movement through grassland, beach, and [[Jungle|d1-d6]] jungle terrain cost 0.5 AP instead of 1.&lt;br /&gt;
*** '''Trailblazing''' - Increased ability to move and chop through dense jungle ''('''explorers and scouts only''')''&amp;lt;br /&amp;gt;Makes jungle chops and movement through [[Jungle|d7-d9]] jungle terrain cost 0.5 AP instead of 1.&lt;br /&gt;
** '''Swimming''' - Faster movement through water&amp;lt;br /&amp;gt;Makes movement through water cost 1 AP instead of 2; deep water costs 2 AP to move through instead of 3.&lt;br /&gt;
&lt;br /&gt;
* '''Basic tracking''' - With some difficulty, you can track animals and people. ''(2 AP; e.g., &amp;quot;wild boar went south&amp;quot;)''&amp;lt;br /&amp;gt;See [[Tracking]] for more information.&lt;br /&gt;
** '''Advanced tracking''' - You can track animals and people who were here recently. ''(1.5 AP; often gives 3-6 most recent tracks)''&lt;br /&gt;
*** '''Expert tracking''' - You can track animals and people who were here several days ago. ''(1 AP?)''&lt;br /&gt;
**** '''Tracking mastery''' - Tracking animals and people is nearly effortless.&lt;br /&gt;
&lt;br /&gt;
* '''Clan leadership''' - Allows you to start your own clan or help lead one.&amp;lt;br /&amp;gt;Unavailable to players below level 5.&lt;br /&gt;
&lt;br /&gt;
* '''Sixth sense''' - Sense presence of and hear spirits&lt;br /&gt;
** '''Psychic recognition''' - Lets you recognise active spirits&lt;br /&gt;
*** '''Seance''' - Holding a seance can identify passive spirits ''('''settlers, shamans and villagers only, 5AP?''')''&lt;br /&gt;
*** '''Exorcism''' - Exorcise spirits from areas (shamans only)&lt;br /&gt;
&lt;br /&gt;
* '''Native knowledge''' - Outsiders gain basic native knowledge ''('''outsiders only''')''&amp;lt;br /&amp;gt;Allows outsiders to use and recognize items such as blowpipes (and poison darts) and healing herbs (which normal outsiders see as &amp;quot;dried herbs&amp;quot;) and to tell the difference between tasty and poison berries (which normal outsiders can only do by eating them).&lt;br /&gt;
&lt;br /&gt;
* '''Outsider knowledge''' - Natives gain basic outsider knowledge ''('''natives only''')''&amp;lt;br /&amp;gt;Allows natives to use and recognize items such as rifles (and bullets), first aid kits, and GPS units.&lt;br /&gt;
&lt;br /&gt;
* '''Triage''' - Be able to tell who is most injured &amp;lt;br /&amp;gt;Shows the hit point total of the wounded character who currently has the fewest hit points (not necessarily the most damaged character). &lt;br /&gt;
** '''Natural medicine''' - Heal 10 HP with healing herbs ''('''natives only''')''&lt;br /&gt;
** '''First aid''' - Heal 10 HP with first-aid kit ''('''outsiders only''')''&lt;br /&gt;
&lt;br /&gt;
== Settler and villager skills == &lt;br /&gt;
* '''Animal affinity''' - Lessens the chance of animals attacking ''('''settlers and villagers only''')''&lt;br /&gt;
* '''Scavenging''' - Assists in finding things within certain areas ''('''settlers and villagers only''')''&amp;lt;br /&amp;gt;Improves [[search odds]] by an unknown amount in certain (unknown) areas.&lt;br /&gt;
&lt;br /&gt;
== Soldier skills ==&lt;br /&gt;
&lt;br /&gt;
* '''Firearms training''' - Gain 20% on firearms attacks ''(20% to 40%; '''soldiers only''')''&lt;br /&gt;
** '''Advanced firearms training''' - Gain 20% on firearms attacks ''(40% to 60%; '''soldiers only''')''&lt;br /&gt;
&lt;br /&gt;
== Warrior skills ==&lt;br /&gt;
&lt;br /&gt;
* '''Blowpipe training''' - Gain 20% on blowpipe accuracy ''(20% to 40%; '''warriors only''')''&lt;br /&gt;
** '''Advanced blowpipe training''' - Gain another 20% on blowpipe accuracy ''(40% to 60%; '''warriors only''')''&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Civilized_Highway_Society&amp;diff=7804</id>
		<title>Talk:Civilized Highway Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Civilized_Highway_Society&amp;diff=7804"/>
		<updated>2006-06-27T22:43:31Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: /* SPF Press Release, 14-06-06 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Very impressive so far. I can't formally commit any of my characters to this group, but I will attempt to assist in maintaining any roads that I happen across. --[[User:Lint|Lint]] 21:02, 16 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Any effort to build roads will increase trade and prosperity. My company definately encourages this. &lt;br /&gt;
--[[User:Lord Shade|Lord Shade]] 21:38, 16 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I'm exited to find a clan that shares the same goals as me, i'm already 5 days into the Durham York road, and i've cleared about 40ish paces, with the road being 2 paces wide, to minimise the effect of plant growth. I would much like to join your Society.&lt;br /&gt;
--[[User:Sling848|Sling484]] 11:57, 17 April 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Please, feel free to add your name to the list of members at the bottom of the main page.  My character is way over on the other side of the island right now, as I was making my way to Derby when I happened on this idea.  I think I'll make my way back to York and assist you.  A 2-pace wide road... excellent idea!!  --[[User:Vtbassmatt|VTBassMatt]] 13:56, 17 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Speaking of roads, I have found an interesting path up the side of a mountain. It starts at [-70.364,+26.432] and I don't know where it ends. I hope to sometime, but I say this, I think this route should be of some interest to the Civilized Highway Society. I have even found a cave with a tunnel network that starts at [[http://www.itechsc.com/misc/shartak/ubermap/mapposgen.php?cx=-70368&amp;amp;cy=26442 -70.368,+26.442]]. It has the potential to cut through the mountain. Sadly, I am on a trade mission and cannot explore the mountain fully. Can someone of explorer's ilk go take a look? And while i'm at it... can it be called the Jack Spalding Trail?&lt;br /&gt;
--[[User:Lord Shade|Lord Shade]] 19:58, 17 April 2006 (MST)&lt;br /&gt;
&lt;br /&gt;
* I've found another tunnel.  It's extremely short.  I don't have GPS on this character, but I think its coordinates are roughly [[http://www.itechsc.com/misc/shartak/ubermap/mapposgen.php?cx=-70331&amp;amp;cy=26430 -70.331,+26.430]].&lt;br /&gt;
&lt;br /&gt;
* This tunnel would be of great interest to the Society... I had heard rumors of it before, but you are the first to present its precise coordinates.  I, too, am unable to do anything about it for the moment, but hopefully someone will follow up.&lt;br /&gt;
&lt;br /&gt;
* Still not at the end of the road. Had to hack through a few bushes, but it looks like the path was cleared enough to walk through before, so I think the natives have used it before. It is a bit twisty turny, so I don't think it is the most efficient route. However, I have not seen an animal, much less a hostile one, since I went on the mountain trail, and no natives have attacked me up there. Though this may change, it looks like this route is more secure. Who knows, maybe some day i'll contribute to your society by clearing it out... or at least mapping it. Problem is, I need exploration and cartography and it is not priority right now. --[[User:Lord Shade|Lord Shade]] 22:48, 18 April 2006 (MST)&lt;br /&gt;
&lt;br /&gt;
* Exciting news! I found another entrance to the mountain path! It's at [-70.382,+26.479], where the road takes on a westerly direction. And the best part of it is... that's not the end of it! There is still more. However, I must urgently get back to my trade mission, so I will head north into the jungle. But these last few days had such exciting discoveries. I am glad to be a part of it. --[[User:Lord Shade|Lord Shade]] 08:35 , 19 April 2006 (MST)&lt;br /&gt;
&lt;br /&gt;
* The mountain path seems to go almost all around, from the north entrance all the way west, then south and east to the exit west of the waterfall, don't venture into the caverns if you don't have a paper to write your movements, I had a native lost in there for two whole days. LOL --[[User:El Pirata Cofresi|El Pirata Cofresi]] 16:07, 19 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I'm working on the Derby Direct, would it not be easier to that connect that to Wiksik? instead of the current Wiksik-Derby? Easier to maintain also. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 19:35, 18 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*Anyone? --[[User:El Pirata Cofresi|El Pirata Cofresi]] 16:07, 19 April 2006 (BST)&lt;br /&gt;
** Yes, that's probably easier... the only reason I've included the W-D path is that it already exists!  I'll add a spur from Derby Direct up to Wiksik as a secondary path.  Thanks!!&lt;br /&gt;
***Good, already working on it. With a native character to boot. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 21:24, 19 April 2006 (BST)&lt;br /&gt;
**** Derby Direct from Derby to the Wiksik spur is done, the rest been worked on. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 02:39, 4 May 2006 (BST) &lt;br /&gt;
&lt;br /&gt;
== Mountain Loop South ==&lt;br /&gt;
&lt;br /&gt;
If any of you are in the Dalpok area and have a GPS, could you venture down the beginnings of the Mountain Loop South trail?  My pirate does not have a GPS but has been hard at work on starting the road... it would be great if it showed up on the satellite.&lt;br /&gt;
&lt;br /&gt;
I am a member of the SSTC and will do some freelance work when I can. I am currently heading towards Durham so will help on the Southern Coastal Boulevard for a couple of days.&lt;br /&gt;
&lt;br /&gt;
== Southern Coastal (Durham-York road) ==&lt;br /&gt;
&lt;br /&gt;
From the satellite photo, it looks like the Durham end is coming along nicely.  I've cut from York west, then turned northwest, then west some more, but I've only been doing a 1-pace-wide road.  When I meet up with the Durham builders, I planned to turn around and widen my section, but if anyone is in York and wants to come along behind me widening the road, feel free to do so on the NORTH side of what's been built.  Thanks! --[[User:Vtbassmatt|VTBassMatt]] 12:55, 28 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== York-Derby Jungle Trail ==&lt;br /&gt;
&lt;br /&gt;
I've just finished mapping out a trail through the jungle between york and derby, with instructions cut into the trees every five squares, along the lines of &amp;quot;York; 5SW, 5SW. Derby; 5N, 5N.&amp;quot;.  Having been extensively involed in both of the old roads north out of Derby, I thought that this low-maintainence approach would result in a path that's much quicker to cut (I did it in a week or so, including the time taken to map out the route, and time taken to retrace my steps after a nasty native attack), requires much less looking-after, provide more information (such as destination and approx. distance), and is just as quick (and almost as easy) to follow as a normal path.  And so long as the jungle stays below density ten, it will require no further work!&lt;br /&gt;
&lt;br /&gt;
Anyways, if anyone wants to inspect the trail, it starts at [-70.370,+26.317], and i'll be somewhere along it finishing the last few signposts and graffiting the intervening trees!  if you guys feel like endorsing the route, I'd be happy to carve some of your slogans into a tree along the way :) --Less Than Lethal 22:20, 28 April 2006&lt;br /&gt;
&lt;br /&gt;
:Um, when I chopped jungle in a square, the instructions posted there disappeared. (?) Thanks. --[[User:Tycho44|Tycho44]] 22:34, 28 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, that'll happen if you chop below a certain density.  So long as the jungle is still navigable (that is, just below max. density), it still costs the same amount of AP to move through it, so feel free to let the trail grow wild!  I've just come all the way back along the trail finishing a few of the waypoints.  I'm going to hang on the beach for a day or so, then walk back along marking the corners with signposts. --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
: Consider yourself endorsed; any help is always welcome, even if it's not precisely what we specified on the main page! --[[User:Vtbassmatt|VTBassMatt]] 14:50, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::Woo! --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
== Signposts ==&lt;br /&gt;
&lt;br /&gt;
Interesting--as I was headed north out of York, I noticed something new at the head of the trail: a signpost!  The image is here: [http://www.shartak.com/sign.gif sign.gif].  The text reads:&lt;br /&gt;
&lt;br /&gt;
Jungle&lt;br /&gt;
&lt;br /&gt;
Hardly any vegetation is here. There are a few small plants sprouting from the soil but you'd find it hard to get rid of them.&lt;br /&gt;
&lt;br /&gt;
A makeshift sign stuck in the ground reads ''North for York Mountain Highway. Please keep the road clean and tidy''.&lt;br /&gt;
&lt;br /&gt;
It is an attackable item, and I presume I can write on it with my knife (although I didn't try).&lt;br /&gt;
&lt;br /&gt;
Has Simon implemented signage for us?! --[[User:Vtbassmatt|VTBassMatt]] 13:04, 2 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Update: I was wrong, I cannot scratch on it with my knife.&lt;br /&gt;
&lt;br /&gt;
*Awesome! --[[User:El Pirata Cofresi|El Pirata Cofresi]] 16:04, 2 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Update 2: I talked with Simon today, and he indicated that signs are an item-based thing.  When you have the appropriate items in your inventory, you'll have the option to create a signpost.  No one can deface them, but they can be smashed to pieces.  Once we figure out what items are required, someone should change our signage requirements from scratching on trees to signposting. --[[User:Vtbassmatt|VTBassMatt]] 19:01, 2 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*You just need two bits of driftwood (and maybe a knife?) and the sign option appears below 'speak' and 'write' --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
==Machete break statistics==&lt;br /&gt;
I've recently created the page ''[[Special weapon event odds]]'' in an attempt to determine the chances of a melee weapon breaking, dealing extra damage, or becoming dull (in the case of a machete or cutlass) from chopping the jungle. You people chop quite a lot of jungle, so if any of you would take a look at the page and consider helping the cause, I would appreciate it. After all, you'd probably benefit more than anyone else from such information. &amp;amp;mdash; [[User:Elembis|Elembis]] 22:26, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== SPF Press Release, 14-06-06 ==&lt;br /&gt;
&lt;br /&gt;
Subcommandante Marco is proud to announce the closure of the Derby Direct route to York, effective as of 1200hrs, on the 15-06-06. Following this date, all traffic on the road will be asked to leave; those ignoring signs and requests to leave will be removed using force, if nessecary. The SPF does not wish to use excessive force. However, this road passes perilously close to several fragile microhabitats along the coast, which we cannot allow to be harmed by the heavy traffic expected to flow along the road once it is completed. Therefore, anyone refusing to vacate the road will be assumed to be hostile.&lt;br /&gt;
&lt;br /&gt;
Barricades and signs have been erected at the ends of the roads; please leave these in place to prevent civilians from accidentally entering the controlled zone.&lt;br /&gt;
&lt;br /&gt;
The SPF (YMH branch) would like to extend invitations to all fellow eco-warriors to join our struggle, and also to members of the Anthropological Society to study the rare microhabitats along the beaches.&lt;br /&gt;
&lt;br /&gt;
To everyone else, please stay clear of the area to avoid causing erosion and pollution. Poaching, trespass, sabotage and intentional ecological damage will be strongly frowned upon. --Marco&lt;br /&gt;
&lt;br /&gt;
: Of late, I've just been carving crop circles in the grass anyhow... --[[User:Vtbassmatt|VTBassMatt]]&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=7441</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=7441"/>
		<updated>2006-06-15T20:19:31Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: /* AP in 37 Minutes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
&lt;br /&gt;
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.&lt;br /&gt;
&lt;br /&gt;
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.&lt;br /&gt;
&lt;br /&gt;
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Bug Title'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{bugreport&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_time=&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_author=&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_status='''new / fixed / not a bug'''|&lt;br /&gt;
 bug_severity='''low / med / high / critical'''|&lt;br /&gt;
 bug_description='''Full description. Check spelling and be descriptive.'''|&lt;br /&gt;
 bug_comments=&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 '''Comment here'''&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail village annihilation===&lt;br /&gt;
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Logged on again, found another example:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Since your last move:&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a haunting scream coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:46)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)&lt;br /&gt;
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)&lt;br /&gt;
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)&lt;br /&gt;
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)&lt;br /&gt;
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]&lt;br /&gt;
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)&lt;br /&gt;
::No, at the moment Seance gets you the ability to identify passive spirits (the ones who just hang around not wailing or anything). --[[User:Simon|Simon]] 22:26, 14 June 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Machete Trades===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=22:23, 4 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:You ask to trade your blunt machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;I'll give you three rifle bullets for a blunt machete&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:You ask to trade your machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;People just don't seem to want to buy machetes so I can't offer full price for yours. I'll give you two rifle bullets for a machete&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now why would I get more bullets for a broken item that's essentially a machete anyways?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The trader logic is strictly a supply/demand thing. If a trader doesn't have much of a certain object, it has more value to him, despite the fact that in this case a sharp machete is more useful than a dull one. Not really a bug, IMO, as it will eventually work itself out once the traders start getting a lot of these items that they over-value. No one's going to be buying the dull machetes. --[[User:Jackel|Jackel]] 03:28, 5 June 2006 (BST)&lt;br /&gt;
:* But blunt machetes are so much more valuable than sharp machetes. Just consider: &lt;br /&gt;
::# If you search in the resource huts, machetes are very common. Everyone carries a machete or three. But who's got a blunt one? Blunt machetes are very scarce. Their rarity makes them precious. &lt;br /&gt;
::# If you have a blunt machete, it is very easy for you to make a sharp machete (1AP and a Stone). If you have a sharp machete, it is very difficult to make a blunt machete (1000AP and the jungle). Thousands of trees might be destroyed during the creation process -- potentially an environmental castastrophe. Please, think of the trees! Don't manufacture that blunt machete by yourself, buy it from Trader Harry -- whatever the cost! &lt;br /&gt;
::If you like, I'll also explain to you why Bottles of Water are cheaper than Mangos, Bananas, Rum, Beer, even though the Bottles of Water are tremendously more powerful. I'll explain why Blowpipes cost $300, despite the fact that you're more likely to kill someone by eating Tasty Berries than by using a Blowpipe. And I'll explain how traders sneak out while everyone is asleep, and hide their stock in resource huts, for everyone to find again. --[[User:Tycho44|Tycho44]] 00:51, 9 June 2006 (BST)&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;
===Trekking Broken===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=14:13, 10 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=retracted/not a bug|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=Trekking seems to be suddenly broken.  When I walk in the jungle, it's always subtracting a full AP instead of the 0.5AP it did yesterday.  Within Wiksik limits, though, it's still only taking 0.5AP.  Now I'm out of AP, so I can't try venturing back into the jungle.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Depends what density jungle you were trekking through. --[[User:Simon|Simon]] 14:39, 10 June 2006 (BST)&lt;br /&gt;
:: OK, then not a bug.&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;
===AP in 37 Minutes===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=18:16, 13 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=For some reason, when I ran out of AP, the system told me I would have another in 37 minutes.  I was just walking around in a character without trekking, so I don't believe it's a negative or 1/2 AP problem.  See [[:Image:37minutes.png|37 minutes screenshot]].|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I also got a similar message with '22 minutes' on my first day - Ssarl&lt;br /&gt;
*For characters without trekking it now costs 2 AP to walk on dense jungle squares like the one you ended your turn on, so if you had 1 AP left just before you moved onto that square, your true AP total would be -1, or 40 minutes to get back up to 1 AP. [[User:Arminius|Arminius]] 17:47, 14 June 2006 (BST)&lt;br /&gt;
*I didn't notice that - does that mean I was looking for a bug when there wasn't one? On the other hand, I did see some weird stuff going on and am going to make a couple of tweaks shortly which may fix it anyway. --[[User:Simon|Simon]] 21:59, 14 June 2006 (BST)&lt;br /&gt;
:: If it does indeed cost 2AP to walk on dense jungle, then Arminius is correct.  Simon, you sound a little uncertain for a guy who can, ya know, look at the code ;) --[[User:Vtbassmatt|VTBassMatt]] 21:19, 15 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=7332</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=7332"/>
		<updated>2006-06-13T17:18:41Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: /* AP in 37 Minutes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
&lt;br /&gt;
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.&lt;br /&gt;
&lt;br /&gt;
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.&lt;br /&gt;
&lt;br /&gt;
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Bug Title'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{bugreport&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_time=&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_author=&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_status='''new / fixed / not a bug'''|&lt;br /&gt;
 bug_severity='''low / med / high / critical'''|&lt;br /&gt;
 bug_description='''Full description. Check spelling and be descriptive.'''|&lt;br /&gt;
 bug_comments=&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 '''Comment here'''&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail village annihilation===&lt;br /&gt;
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Logged on again, found another example:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Since your last move:&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a haunting scream coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:46)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)&lt;br /&gt;
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)&lt;br /&gt;
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)&lt;br /&gt;
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)&lt;br /&gt;
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]&lt;br /&gt;
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Machete Trades===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=22:23, 4 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:You ask to trade your blunt machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;I'll give you three rifle bullets for a blunt machete&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:You ask to trade your machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;People just don't seem to want to buy machetes so I can't offer full price for yours. I'll give you two rifle bullets for a machete&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now why would I get more bullets for a broken item that's essentially a machete anyways?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The trader logic is strictly a supply/demand thing. If a trader doesn't have much of a certain object, it has more value to him, despite the fact that in this case a sharp machete is more useful than a dull one. Not really a bug, IMO, as it will eventually work itself out once the traders start getting a lot of these items that they over-value. No one's going to be buying the dull machetes. --[[User:Jackel|Jackel]] 03:28, 5 June 2006 (BST)&lt;br /&gt;
:* But blunt machetes are so much more valuable than sharp machetes. Just consider: &lt;br /&gt;
::# If you search in the resource huts, machetes are very common. Everyone carries a machete or three. But who's got a blunt one? Blunt machetes are very scarce. Their rarity makes them precious. &lt;br /&gt;
::# If you have a blunt machete, it is very easy for you to make a sharp machete (1AP and a Stone). If you have a sharp machete, it is very difficult to make a blunt machete (1000AP and the jungle). Thousands of trees might be destroyed during the creation process -- potentially an environmental castastrophe. Please, think of the trees! Don't manufacture that blunt machete by yourself, buy it from Trader Harry -- whatever the cost! &lt;br /&gt;
::If you like, I'll also explain to you why Bottles of Water are cheaper than Mangos, Bananas, Rum, Beer, even though the Bottles of Water are tremendously more powerful. I'll explain why Blowpipes cost $300, despite the fact that you're more likely to kill someone by eating Tasty Berries than by using a Blowpipe. And I'll explain how traders sneak out while everyone is asleep, and hide their stock in resource huts, for everyone to find again. --[[User:Tycho44|Tycho44]] 00:51, 9 June 2006 (BST)&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;
===Trekking Broken===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=14:13, 10 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=retracted/not a bug|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=Trekking seems to be suddenly broken.  When I walk in the jungle, it's always subtracting a full AP instead of the 0.5AP it did yesterday.  Within Wiksik limits, though, it's still only taking 0.5AP.  Now I'm out of AP, so I can't try venturing back into the jungle.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Depends what density jungle you were trekking through. --[[User:Simon|Simon]] 14:39, 10 June 2006 (BST)&lt;br /&gt;
:: OK, then not a bug.&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;
===AP in 37 Minutes===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=18:16, 13 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=For some reason, when I ran out of AP, the system told me I would have another in 37 minutes.  I was just walking around in a character without trekking, so I don't believe it's a negative or 1/2 AP problem.  See [[:Image:37minutes.png|37 minutes screenshot]].|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=7331</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=7331"/>
		<updated>2006-06-13T17:17:37Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
&lt;br /&gt;
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.&lt;br /&gt;
&lt;br /&gt;
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.&lt;br /&gt;
&lt;br /&gt;
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Bug Title'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{bugreport&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_time=&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_author=&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_status='''new / fixed / not a bug'''|&lt;br /&gt;
 bug_severity='''low / med / high / critical'''|&lt;br /&gt;
 bug_description='''Full description. Check spelling and be descriptive.'''|&lt;br /&gt;
 bug_comments=&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 '''Comment here'''&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail village annihilation===&lt;br /&gt;
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Logged on again, found another example:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Since your last move:&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a haunting scream coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:46)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)&lt;br /&gt;
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)&lt;br /&gt;
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)&lt;br /&gt;
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)&lt;br /&gt;
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]&lt;br /&gt;
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Machete Trades===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=22:23, 4 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:You ask to trade your blunt machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;I'll give you three rifle bullets for a blunt machete&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:You ask to trade your machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;People just don't seem to want to buy machetes so I can't offer full price for yours. I'll give you two rifle bullets for a machete&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now why would I get more bullets for a broken item that's essentially a machete anyways?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The trader logic is strictly a supply/demand thing. If a trader doesn't have much of a certain object, it has more value to him, despite the fact that in this case a sharp machete is more useful than a dull one. Not really a bug, IMO, as it will eventually work itself out once the traders start getting a lot of these items that they over-value. No one's going to be buying the dull machetes. --[[User:Jackel|Jackel]] 03:28, 5 June 2006 (BST)&lt;br /&gt;
:* But blunt machetes are so much more valuable than sharp machetes. Just consider: &lt;br /&gt;
::# If you search in the resource huts, machetes are very common. Everyone carries a machete or three. But who's got a blunt one? Blunt machetes are very scarce. Their rarity makes them precious. &lt;br /&gt;
::# If you have a blunt machete, it is very easy for you to make a sharp machete (1AP and a Stone). If you have a sharp machete, it is very difficult to make a blunt machete (1000AP and the jungle). Thousands of trees might be destroyed during the creation process -- potentially an environmental castastrophe. Please, think of the trees! Don't manufacture that blunt machete by yourself, buy it from Trader Harry -- whatever the cost! &lt;br /&gt;
::If you like, I'll also explain to you why Bottles of Water are cheaper than Mangos, Bananas, Rum, Beer, even though the Bottles of Water are tremendously more powerful. I'll explain why Blowpipes cost $300, despite the fact that you're more likely to kill someone by eating Tasty Berries than by using a Blowpipe. And I'll explain how traders sneak out while everyone is asleep, and hide their stock in resource huts, for everyone to find again. --[[User:Tycho44|Tycho44]] 00:51, 9 June 2006 (BST)&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;
===Trekking Broken===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=14:13, 10 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=retracted/not a bug|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=Trekking seems to be suddenly broken.  When I walk in the jungle, it's always subtracting a full AP instead of the 0.5AP it did yesterday.  Within Wiksik limits, though, it's still only taking 0.5AP.  Now I'm out of AP, so I can't try venturing back into the jungle.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Depends what density jungle you were trekking through. --[[User:Simon|Simon]] 14:39, 10 June 2006 (BST)&lt;br /&gt;
:: OK, then not a bug.&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;
===AP in 37 Minutes===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=18:16, 13 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=For some reason, when I ran out of AP, the system told me I would have another in 37 minutes.  I was just walking around in a character without trekking, so I don't believe it's a negative or 1/2 AP problem.  See [[Image:37minutes.png|37 minutes screenshot]].|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:37minutes.png&amp;diff=7330</id>
		<title>File:37minutes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:37minutes.png&amp;diff=7330"/>
		<updated>2006-06-13T17:16:56Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=7329</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=7329"/>
		<updated>2006-06-13T17:16:13Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
&lt;br /&gt;
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.&lt;br /&gt;
&lt;br /&gt;
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.&lt;br /&gt;
&lt;br /&gt;
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Bug Title'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{bugreport&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_time=&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_author=&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_status='''new / fixed / not a bug'''|&lt;br /&gt;
 bug_severity='''low / med / high / critical'''|&lt;br /&gt;
 bug_description='''Full description. Check spelling and be descriptive.'''|&lt;br /&gt;
 bug_comments=&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 '''Comment here'''&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail village annihilation===&lt;br /&gt;
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Logged on again, found another example:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Since your last move:&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a haunting scream coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:46)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)&lt;br /&gt;
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)&lt;br /&gt;
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)&lt;br /&gt;
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)&lt;br /&gt;
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]&lt;br /&gt;
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Machete Trades===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=22:23, 4 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:You ask to trade your blunt machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;I'll give you three rifle bullets for a blunt machete&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:You ask to trade your machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;People just don't seem to want to buy machetes so I can't offer full price for yours. I'll give you two rifle bullets for a machete&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now why would I get more bullets for a broken item that's essentially a machete anyways?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The trader logic is strictly a supply/demand thing. If a trader doesn't have much of a certain object, it has more value to him, despite the fact that in this case a sharp machete is more useful than a dull one. Not really a bug, IMO, as it will eventually work itself out once the traders start getting a lot of these items that they over-value. No one's going to be buying the dull machetes. --[[User:Jackel|Jackel]] 03:28, 5 June 2006 (BST)&lt;br /&gt;
:* But blunt machetes are so much more valuable than sharp machetes. Just consider: &lt;br /&gt;
::# If you search in the resource huts, machetes are very common. Everyone carries a machete or three. But who's got a blunt one? Blunt machetes are very scarce. Their rarity makes them precious. &lt;br /&gt;
::# If you have a blunt machete, it is very easy for you to make a sharp machete (1AP and a Stone). If you have a sharp machete, it is very difficult to make a blunt machete (1000AP and the jungle). Thousands of trees might be destroyed during the creation process -- potentially an environmental castastrophe. Please, think of the trees! Don't manufacture that blunt machete by yourself, buy it from Trader Harry -- whatever the cost! &lt;br /&gt;
::If you like, I'll also explain to you why Bottles of Water are cheaper than Mangos, Bananas, Rum, Beer, even though the Bottles of Water are tremendously more powerful. I'll explain why Blowpipes cost $300, despite the fact that you're more likely to kill someone by eating Tasty Berries than by using a Blowpipe. And I'll explain how traders sneak out while everyone is asleep, and hide their stock in resource huts, for everyone to find again. --[[User:Tycho44|Tycho44]] 00:51, 9 June 2006 (BST)&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;
===Trekking Broken===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=14:13, 10 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=retracted/not a bug|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=Trekking seems to be suddenly broken.  When I walk in the jungle, it's always subtracting a full AP instead of the 0.5AP it did yesterday.  Within Wiksik limits, though, it's still only taking 0.5AP.  Now I'm out of AP, so I can't try venturing back into the jungle.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Depends what density jungle you were trekking through. --[[User:Simon|Simon]] 14:39, 10 June 2006 (BST)&lt;br /&gt;
:: OK, then not a bug.&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;
===AP in 37 Minutes===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=18:16, 13 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=For some reason, when I ran out of AP, the system told me I would have another in 37 minutes.  I was just walking around in a character without trekking, so I don't believe it's a negative or 1/2 AP problem.  See [[Image:37minutes.png]].|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=6998</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=6998"/>
		<updated>2006-06-11T02:36:36Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: /* Trekking Broken */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
&lt;br /&gt;
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.&lt;br /&gt;
&lt;br /&gt;
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.&lt;br /&gt;
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 &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Bug Title'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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 bug_time=&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_author=&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_status='''new / fixed / not a bug'''|&lt;br /&gt;
 bug_severity='''low / med / high / critical'''|&lt;br /&gt;
 bug_description='''Full description. Check spelling and be descriptive.'''|&lt;br /&gt;
 bug_comments=&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
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 }}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail village annihilation===&lt;br /&gt;
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Logged on again, found another example:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Since your last move:&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a haunting scream coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:46)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)&lt;br /&gt;
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)&lt;br /&gt;
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)&lt;br /&gt;
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)&lt;br /&gt;
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]&lt;br /&gt;
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Machete Trades===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=22:23, 4 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:You ask to trade your blunt machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;I'll give you three rifle bullets for a blunt machete&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:You ask to trade your machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;People just don't seem to want to buy machetes so I can't offer full price for yours. I'll give you two rifle bullets for a machete&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now why would I get more bullets for a broken item that's essentially a machete anyways?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The trader logic is strictly a supply/demand thing. If a trader doesn't have much of a certain object, it has more value to him, despite the fact that in this case a sharp machete is more useful than a dull one. Not really a bug, IMO, as it will eventually work itself out once the traders start getting a lot of these items that they over-value. No one's going to be buying the dull machetes. --[[User:Jackel|Jackel]] 03:28, 5 June 2006 (BST)&lt;br /&gt;
:* But blunt machetes are so much more valuable than sharp machetes. Just consider: &lt;br /&gt;
::# If you search in the resource huts, machetes are very common. Everyone carries a machete or three. But who's got a blunt one? Blunt machetes are very scarce. Their rarity makes them precious. &lt;br /&gt;
::# If you have a blunt machete, it is very easy for you to make a sharp machete (1AP and a Stone). If you have a sharp machete, it is very difficult to make a blunt machete (1000AP and the jungle). Thousands of trees might be destroyed during the creation process -- potentially an environmental castastrophe. Please, think of the trees! Don't manufacture that blunt machete by yourself, buy it from Trader Harry -- whatever the cost! &lt;br /&gt;
::If you like, I'll also explain to you why Bottles of Water are cheaper than Mangos, Bananas, Rum, Beer, even though the Bottles of Water are tremendously more powerful. I'll explain why Blowpipes cost $300, despite the fact that you're more likely to kill someone by eating Tasty Berries than by using a Blowpipe. And I'll explain how traders sneak out while everyone is asleep, and hide their stock in resource huts, for everyone to find again. --[[User:Tycho44|Tycho44]] 00:51, 9 June 2006 (BST)&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;
===Trekking Broken===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=14:13, 10 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=retracted/not a bug|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=Trekking seems to be suddenly broken.  When I walk in the jungle, it's always subtracting a full AP instead of the 0.5AP it did yesterday.  Within Wiksik limits, though, it's still only taking 0.5AP.  Now I'm out of AP, so I can't try venturing back into the jungle.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Depends what density jungle you were trekking through. --[[User:Simon|Simon]] 14:39, 10 June 2006 (BST)&lt;br /&gt;
:: OK, then not a bug.&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;
===Can't carve===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=01:01, 11 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=I don't know if this only affects me but recently I have been unable to carve on huts anywhere. I know other people can because the messages on the huts keep changing. I can draw in the sand but I remain unable to write on trees or huts. Is a bug?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=6968</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=6968"/>
		<updated>2006-06-10T13:15:00Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
&lt;br /&gt;
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.&lt;br /&gt;
&lt;br /&gt;
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.&lt;br /&gt;
&lt;br /&gt;
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Bug Title'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{bugreport&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_time=&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_author=&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_status='''new / fixed / not a bug'''|&lt;br /&gt;
 bug_severity='''low / med / high / critical'''|&lt;br /&gt;
 bug_description='''Full description. Check spelling and be descriptive.'''|&lt;br /&gt;
 bug_comments=&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 '''Comment here'''&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail village annihilation===&lt;br /&gt;
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Logged on again, found another example:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Since your last move:&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a haunting scream coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:46)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)&lt;br /&gt;
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)&lt;br /&gt;
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)&lt;br /&gt;
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)&lt;br /&gt;
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]&lt;br /&gt;
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Machete Trades===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=22:23, 4 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:You ask to trade your blunt machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;I'll give you three rifle bullets for a blunt machete&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:You ask to trade your machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;People just don't seem to want to buy machetes so I can't offer full price for yours. I'll give you two rifle bullets for a machete&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now why would I get more bullets for a broken item that's essentially a machete anyways?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The trader logic is strictly a supply/demand thing. If a trader doesn't have much of a certain object, it has more value to him, despite the fact that in this case a sharp machete is more useful than a dull one. Not really a bug, IMO, as it will eventually work itself out once the traders start getting a lot of these items that they over-value. No one's going to be buying the dull machetes. --[[User:Jackel|Jackel]] 03:28, 5 June 2006 (BST)&lt;br /&gt;
:* But blunt machetes are so much more valuable than sharp machetes. Just consider: &lt;br /&gt;
::# If you search in the resource huts, machetes are very common. Everyone carries a machete or three. But who's got a blunt one? Blunt machetes are very scarce. Their rarity makes them precious. &lt;br /&gt;
::# If you have a blunt machete, it is very easy for you to make a sharp machete (1AP and a Stone). If you have a sharp machete, it is very difficult to make a blunt machete (1000AP and the jungle). Thousands of trees might be destroyed during the creation process -- potentially an environmental castastrophe. Please, think of the trees! Don't manufacture that blunt machete by yourself, buy it from Trader Harry -- whatever the cost! &lt;br /&gt;
::If you like, I'll also explain to you why Bottles of Water are cheaper than Mangos, Bananas, Rum, Beer, even though the Bottles of Water are tremendously more powerful. I'll explain why Blowpipes cost $300, despite the fact that you're more likely to kill someone by eating Tasty Berries than by using a Blowpipe. And I'll explain how traders sneak out while everyone is asleep, and hide their stock in resource huts, for everyone to find again. --[[User:Tycho44|Tycho44]] 00:51, 9 June 2006 (BST)&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;
===Trekking Broken===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=14:13, 10 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=Trekking seems to be suddenly broken.  When I walk in the jungle, it's always subtracting a full AP instead of the 0.5AP it did yesterday.  Within Wiksik limits, though, it's still only taking 0.5AP.  Now I'm out of AP, so I can't try venturing back into the jungle.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=6967</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=6967"/>
		<updated>2006-06-10T13:13:49Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
&lt;br /&gt;
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.&lt;br /&gt;
&lt;br /&gt;
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.&lt;br /&gt;
&lt;br /&gt;
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Bug Title'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{bugreport&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_time=&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_author=&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_status='''new / fixed / not a bug'''|&lt;br /&gt;
 bug_severity='''low / med / high / critical'''|&lt;br /&gt;
 bug_description='''Full description. Check spelling and be descriptive.'''|&lt;br /&gt;
 bug_comments=&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 '''Comment here'''&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail village annihilation===&lt;br /&gt;
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Logged on again, found another example:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Since your last move:&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a haunting scream coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:46)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)&lt;br /&gt;
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)&lt;br /&gt;
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)&lt;br /&gt;
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)&lt;br /&gt;
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]&lt;br /&gt;
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Machete Trades===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=22:23, 4 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:You ask to trade your blunt machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;I'll give you three rifle bullets for a blunt machete&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:You ask to trade your machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;People just don't seem to want to buy machetes so I can't offer full price for yours. I'll give you two rifle bullets for a machete&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now why would I get more bullets for a broken item that's essentially a machete anyways?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The trader logic is strictly a supply/demand thing. If a trader doesn't have much of a certain object, it has more value to him, despite the fact that in this case a sharp machete is more useful than a dull one. Not really a bug, IMO, as it will eventually work itself out once the traders start getting a lot of these items that they over-value. No one's going to be buying the dull machetes. --[[User:Jackel|Jackel]] 03:28, 5 June 2006 (BST)&lt;br /&gt;
:* But blunt machetes are so much more valuable than sharp machetes. Just consider: &lt;br /&gt;
::# If you search in the resource huts, machetes are very common. Everyone carries a machete or three. But who's got a blunt one? Blunt machetes are very scarce. Their rarity makes them precious. &lt;br /&gt;
::# If you have a blunt machete, it is very easy for you to make a sharp machete (1AP and a Stone). If you have a sharp machete, it is very difficult to make a blunt machete (1000AP and the jungle). Thousands of trees might be destroyed during the creation process -- potentially an environmental castastrophe. Please, think of the trees! Don't manufacture that blunt machete by yourself, buy it from Trader Harry -- whatever the cost! &lt;br /&gt;
::If you like, I'll also explain to you why Bottles of Water are cheaper than Mangos, Bananas, Rum, Beer, even though the Bottles of Water are tremendously more powerful. I'll explain why Blowpipes cost $300, despite the fact that you're more likely to kill someone by eating Tasty Berries than by using a Blowpipe. And I'll explain how traders sneak out while everyone is asleep, and hide their stock in resource huts, for everyone to find again. --[[User:Tycho44|Tycho44]] 00:51, 9 June 2006 (BST)&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;
===Trekking Broken===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=14:13, 10 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=Trekking seems to be suddenly broken.  When I walk in the jungle, it's always subtracting a full AP instead of the 0.5AP it did yesterday.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6916</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=6916"/>
		<updated>2006-06-09T12:17:40Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &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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&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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&lt;br /&gt;
=== 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;
&lt;br /&gt;
''Comments''&lt;br /&gt;
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&lt;br /&gt;
=== 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;
&lt;br /&gt;
''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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&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
''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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&lt;br /&gt;
=== 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;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
=== 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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&lt;br /&gt;
===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
&lt;br /&gt;
[x] 3. Pirate lingo&lt;br /&gt;
&lt;br /&gt;
[x] 4. Murder&lt;br /&gt;
&lt;br /&gt;
[ ] 5. Plunder&lt;br /&gt;
&lt;br /&gt;
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
&lt;br /&gt;
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
&lt;br /&gt;
So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
&lt;br /&gt;
This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''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;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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}}&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Thoughts? --[[User:Vtbassmatt|VTBassMatt]] 13:17, 9 June 2006 (BST)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=6863</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=6863"/>
		<updated>2006-06-08T11:50:47Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
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&lt;div&gt;This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
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Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.&lt;br /&gt;
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Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].&lt;br /&gt;
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== Example ==&lt;br /&gt;
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Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.&lt;br /&gt;
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To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:&lt;br /&gt;
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 &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Bug Title'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{bugreport&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_time=&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_author=&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_status='''new / fixed / not a bug'''|&lt;br /&gt;
 bug_severity='''low / med / high / critical'''|&lt;br /&gt;
 bug_description='''Full description. Check spelling and be descriptive.'''|&lt;br /&gt;
 bug_comments=&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
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{| cellpadding=10 align=right&lt;br /&gt;
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== Possible Bugs ==&lt;br /&gt;
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=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail village annihilation===&lt;br /&gt;
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Logged on again, found another example:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Since your last move:&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a haunting scream coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:46)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)&lt;br /&gt;
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)&lt;br /&gt;
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)&lt;br /&gt;
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)&lt;br /&gt;
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]&lt;br /&gt;
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Rifles and Blowpipes can't be bought in Trading Hut===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=20:50, 26 May 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Tycho44|Tycho44]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=high|&lt;br /&gt;
bug_description=Rifles and blowpipes are broken in the trading huts. The trader can't seem to figure out a price, then offers you a short supply price when you're selling them to him. He acts like he's glad to sell you some rifles and blowpipes, but then &amp;quot;Hang on! I'm out of them.&amp;quot; A minor point: There are still ways to lose 1AP without accomplishing anything in the trading screens. The AP loss is irregular - sometimes when you reject a trade, you are awarded back the spent AP (else I did that right on a clock tick). Usually, however, you lose an AP when attempting to repeat a trade that requires recomputation, then declining that trade or having it fail. Another minor point: I'm fairly sure that not all of the short stock messages are being displayed. Harry blithely tried to sell me &amp;quot;some berries&amp;quot; for my gem, without alerting me that this was a ripoff caused by only 1 berries in his stock. I'll try for some repeat occurrences, so I can see which short stock messages I believe are being suppressed, but I've seen some ridiculous offers without requisite warnings. Otherwise, the trading seems to work great. One of my characters lost nearly $3000 trying unsuccessfully to short-stock GPS units and gems. &lt;br /&gt;
|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Rifles and blowpipe trading now fixed. &amp;quot;some berries&amp;quot; is simply how it appears, as an item I guess it's a little confusing because it's not a single berry, but a handful or bunch of them. --[[User:Simon|Simon]] 02:36, 29 May 2006 (BST)&lt;br /&gt;
:* That isn't the bug, the bug is that Harry usually says &amp;quot;Because they're in short supply, I'll want a higher price. I've only got 3, come back later for 49&amp;quot; BUT when he only has 1 in stock, he routinely ignores that message and simply says, &amp;quot;I'll give you 1 for a gem&amp;quot; as if 1-1 were a normal price. I haven't verified rifle/blowpipe yet (off killing monkeys) but thanks for the rifle fix! --[[User:Tycho44|Tycho44]] 04:38, 29 May 2006 (BST)&lt;br /&gt;
::* Found and I think fixed this bug. --[[User:Simon|Simon]] 12:37, 2 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Minor inventory errors===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=01:22, 29 May 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Lint|Lint]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=I decided to waste a little AP flipping a gold coin, but despite the fact that I clearly have gold coins in my inventory, clicking on the item only produced a &amp;quot;You don't have a gold coin.&amp;quot; message. I tested this behavior several times on my shaman and my settler and got the same result.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Changing the title of this error as it apparently also appears for rifles and blowpipes. --[[User:Lint|Lint]] 01:25, 29 May 2006 (BST)&lt;br /&gt;
* Fixed gold coin bug. --[[User:Simon|Simon]] 01:52, 29 May 2006 (BST)&lt;br /&gt;
* Fixed rifle/blowpipe bug (and anything else that has a limited number of uses in the future). --[[User:Simon|Simon]] 01:57, 29 May 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Can choose a weapon that's broken ===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=10:22, 31 May 2006 (BST)|&lt;br /&gt;
bug_author=[[User:JonesDye|JonesDye]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=After this &amp;quot;You attack the wild boar and miss.&lt;br /&gt;
Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard.&amp;quot; i still have the possibility of doing an attack (in the dropdownlist) , but i don't have a machete..confirming the attack it doesn't do nothing.. but maybe the loading event that fills your inventory should be after the attack result, not before..|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Should be fixed now. Found what caused this. --[[User:Simon|Simon]] 17:38, 31 May 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Minor Max AP Bug===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=04:04, 2 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Tycho44|Tycho44]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=Several times, when I log on with &amp;quot;75 AP&amp;quot;, my first action drops me to &amp;quot;73 AP&amp;quot;, even if it takes only 1 AP. Perhaps if my AP is on a half-increment, it caps at 74.5 displayed incorrectly as 75, or perhaps logging in incorrectly eats an AP. |&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* If you just click the refresh button immediately after logging in, it drops you down to 74AP when it was showing 75AP before. Should be fixed now though, can't think why I didn't spot this before! When calculating AP left, it uses the integer part of the number of AP you have so if you have 0.3AP, it will read 0AP and if you have 1.5AP, it'll read 1. 74.5 is shown as 74 not 75. --[[User:Simon|Simon]] 11:46, 2 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tasty Berries morph into Poisonous Berries===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=04:22, 2 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Tycho44|Tycho44]]|&lt;br /&gt;
bug_status=new (not a bug) |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=I'm pretty sure this is a &amp;quot;not a bug&amp;quot;, but it does contradict the advice given to Grigoriy about berry bushes. The trader keeps two stacks of berries (both called &amp;quot;berries&amp;quot;), one at TastyBerry price and one at PoisonBerry price. But if you buy a berry without Native Knowledge, you always get a PoisonBerry. Plausible if the trader cheats you when you don't know the difference; although I'd argue that Trader Harry is guilty of Attempted Murder, or at least Negligent Homicide, for selling poison as food. &lt;br /&gt;
&lt;br /&gt;
ANYWAY, my outsider had a single tasty berry that he sold to a trader who was completely out of berries. I sold it at the trader and then bought it back, and I know it was the same berry because the trader went out of stock again after charging me the $80 (short-stock TastyBerry price). But it entered my inventory in my PoisonBerry stack, and when I ate it, I lost 2 HP. At least I learned from the experience; I figured I'd share my knowledge with others... --[[User:Tycho44|Tycho44]] 04:22, 2 June 2006 (BST)|&lt;br /&gt;
&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Unable to replicate this with Trader Harry. Successfully traded tasty berries with him, and then traded back for them.&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;
===Machete Trades===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=22:23, 4 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:You ask to trade your blunt machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;I'll give you three rifle bullets for a blunt machete&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:You ask to trade your machetes for his rifle bullets.&lt;br /&gt;
:Trader Harry makes you an offer, &amp;quot;People just don't seem to want to buy machetes so I can't offer full price for yours. I'll give you two rifle bullets for a machete&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now why would I get more bullets for a broken item that's essentially a machete anyways?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The trader logic is strictly a supply/demand thing. If a trader doesn't have much of a certain object, it has more value to him, despite the fact that in this case a sharp machete is more useful than a dull one. Not really a bug, IMO, as it will eventually work itself out once the traders start getting a lot of these items that they over-value. No one's going to be buying the dull machetes. --[[User:Jackel|Jackel]] 03:28, 5 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Attack Menu Annoyance===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=12:50, 8 June 2006 (BST)|&lt;br /&gt;
bug_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=When attacking animals, after the attack, the animal is still the target of my attack menu.  However, after attacking a player, the attack menu changes to &amp;quot;-- No-one --&amp;quot;.  I believe this is good behavior when a player dies (i.e., the game should never let you accidentally attack a player), but if I attacked a player and they didn't die, there's a 90% or better chance  that I want to attack them again.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
''none yet''&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>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6562</id>
		<title>Template:IdentifyFriendOrFoe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6562"/>
		<updated>2006-06-03T01:29:48Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| clear=&amp;quot;both&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #FFFF99 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Goldcoin.png]]||style=&amp;quot;background: #FFFF99; text-align: center;&amp;quot;|'''[[:Category:IFF_supporter|Identify Friend or Foe Supporter]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This User or Group supports the [[Identify Friend or Foe]] initiative &amp;amp; acknowledges that before attacking, it should be certain that the potential target is in fact a foe by the exchange of [[gold]].&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:IFF supporter|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Simply add the following to any page where you with this to be displayed:&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
[[Category:IFF_supporter]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=6561</id>
		<title>Native Resistance Front</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=6561"/>
		<updated>2006-06-03T01:29:20Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Native Resistance Front|&lt;br /&gt;
clan_image=[[Image:Nrf-logo.png]]|&lt;br /&gt;
clan_abbrev=NRF|&lt;br /&gt;
clan_leaders=[[User:Vtbassmatt|VTBassMatt of Wiksik]]|&lt;br /&gt;
clan_membership=Natives and select sympathetic outsiders|&lt;br /&gt;
clan_goals=Repel the invaders!|&lt;br /&gt;
clan_recruit=See the [http://www.shartak.com/clanview.cgi?id=5 in-game clan page]|&lt;br /&gt;
clan_contact=[[Talk:Native Resistance Front|Talk page]]|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tired of the outsider incursion into the homeland, a simple shaman from Wiksik gathered a small group together in order to try and repel the invaders. Peaceful means have failed, and the natives are beginning to use more violent means to get their point across. Enter the Native Resistance Front. Composed of villagers from all walks of life, NRF's sole goal is to send the outsiders packing. That's not to say, however, that all NRF members are natives—sympathetic outsiders, especially pirates and scientists, make up a small contingent within the group. Operations are largely decentralized, and members are entirely responsible for their own actions; the NRF serves as an information-sharing conduit and a resource for learning to work—to resist—more effectively. Join the group and fight the good fight. For Shartak; for all of us.&lt;br /&gt;
&lt;br /&gt;
= Affiliations =&lt;br /&gt;
* [[SPF|Shartak Preservation Front]]&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans_for_natives]] [[Category:Officially_recognized_clans]]&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Civilized_Highway_Society&amp;diff=6560</id>
		<title>Civilized Highway Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Civilized_Highway_Society&amp;diff=6560"/>
		<updated>2006-06-03T01:27:36Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Civilized Highway Society|&lt;br /&gt;
clan_image=[[Image:CHSlogo.png]]|&lt;br /&gt;
clan_abbrev=CHS|&lt;br /&gt;
clan_leaders=[[User:Vtbassmatt|Alexander Black of Durham]]|&lt;br /&gt;
clan_membership=unknown|&lt;br /&gt;
clan_goals=Build and maintain high-quality highways linking important Shartak sites|&lt;br /&gt;
clan_recruit=Agree to our principles, start building highways in line with the standards here, and you're a member!|&lt;br /&gt;
clan_contact=[[Talk:Civilized Highway Society|Talk page]]|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Need for Good Roads ==&lt;br /&gt;
Too many poor souls enter this realm completely lost and bewildered.  Whether they are newly-arrived Outsiders or youngling Natives, their common problem is an inability to get where they want to go.  A few enterprising people have seen fit to begin constructing roads between major villages; often these are used as routes to direct others to sites of pillage and death.&lt;br /&gt;
&lt;br /&gt;
If the isle of Shartak is ever to see the dawn of civilization, we must build and maintain high-quality roads linking all the major cultural and scenic sites.  These roads must conform to a well-publicized standard so that new arrivals can easily use them.  Missionaries, native shamans, hunters, explorers, and many others will benefit from clearly-demarcated paths through the wild.&lt;br /&gt;
&lt;br /&gt;
== Our Mission ==&lt;br /&gt;
This will be an arduous task.  In the CHS's observations, one individual can clear a maximum of 3 squares per day while still killing animals to advance (while of course those who either don't desire material reward or have already maxed out their skills can devote all of a day's labor to clearing roads, averaging something more like 7-8 squares per day).  Our mission, then, is three-fold:&lt;br /&gt;
&lt;br /&gt;
# identify sites in need of quality transportation&lt;br /&gt;
# build, maintain, and if possible patrol roads linking the identified sites&lt;br /&gt;
# recruit new members to our cause&lt;br /&gt;
&lt;br /&gt;
The above list should serve as a prioritized list of activities; it does no good to build roads willy-nilly if no one will use them, and if we are not building roads, what use are new recruits?&lt;br /&gt;
&lt;br /&gt;
We must strive to maintain the highest quality of building standards; please see the section below marked [[#Road Standards|Road Standards]] for the current regulations.&lt;br /&gt;
&lt;br /&gt;
Note well: we are committed to equal-opportunity access to both highway construction and use.  Natives, Outsiders, and pirates are all equally welcome to join the clan, build roads, and travel freely (without threat of harm).  In times of warfare, CHS members are encouraged not to take sides and to punish any acts of violence perpetrated along CHS-affiliated highways.&lt;br /&gt;
&lt;br /&gt;
== Highway Network ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Highway-map.png]]&lt;br /&gt;
&lt;br /&gt;
Highways are listed in the following format:&lt;br /&gt;
&lt;br /&gt;
'''''Name or Identifier''''' (''primary direction of travel'') - ''general location of road''&lt;br /&gt;
&lt;br /&gt;
=== Completed CHS Routes ===&lt;br /&gt;
* '''Southern Coastal Boulevard''' (E-W, NW-SE) - leads due east out of Durham along the southwestern peninsula's coast, turning southeast at the base of the peninsula and then east again upon reaching York's line of latitude and continuing into York proper.&lt;br /&gt;
&lt;br /&gt;
=== Non-CHS Highways Already Under Construction ===&lt;br /&gt;
The following highways are currently under construction, although not necessarily by CHS affiliates.  Therefore, our standards on neutrality may not apply.  They are listed here because incorporating them into our design '''significantly''' decreases the amount of work we have to do.&lt;br /&gt;
&lt;br /&gt;
* '''Dalpok-Shipwreck Highway'''  (NW-SE) - northwestern island&lt;br /&gt;
* '''York-Mountain Highway''' (N-S, NW-SE) - central island, west of the river&lt;br /&gt;
* '''Raktam Southbound Highway''' (N-S) - headed south from Raktam, east of the river (peters out north of the coast)&lt;br /&gt;
* '''Wiksik-Derby Highway''' (E-W, N-S) - heads east out of Wiksik; turns south near a sandy area and runs to Derby&lt;br /&gt;
* '''York-Derby Jungle Trail''' (?) - scratched out of the land by a semi-unaffiliated individual; this one intentionally doesn't conform to CHS standards as it is an experiment in lower-maintenance-cost roads&lt;br /&gt;
&lt;br /&gt;
=== Proposed Primary Routes ===&lt;br /&gt;
These are roads which would immediately provide transportation benefits and should be built first.&lt;br /&gt;
&lt;br /&gt;
* '''Mountain Loop Highway''' (roughly circular) - surrounds the central mountain, with Dalpok and Raktam located on its circumference.&lt;br /&gt;
** Recommend building the southern half first, with the northern half to be considered a secondary or alternate route&lt;br /&gt;
* '''Wiksik Artery''' (E-W) - exits Wiksik to the west and ends at the '''Mountain Loop Highway'''/'''Raktam Southbound Highway'''.&lt;br /&gt;
&lt;br /&gt;
=== Proposed Secondary Routes ===&lt;br /&gt;
These are roads which would provide secondary, scenic, or otherwise non-essential transportation capabilities.  The above primary routes have priority over these.&lt;br /&gt;
&lt;br /&gt;
* '''Shipwreck Shortcut''' (E-W) - extends west from the northern rim of the '''Mountain Loop Highway''' and terminates at the '''Dalpok-Shipwreck Highway'''&lt;br /&gt;
* '''Dalpok-Durham Connector''' (NE-SW) - runs southwest out of Dalpok and terminates at '''Southern Coastal Boulevard'''&lt;br /&gt;
* '''Derby Direct''' (E-W) - shortcut route between York and Derby, runs east from '''York-Mountain Highway''' to '''Wiksik-Derby Highway'''&lt;br /&gt;
* '''Wiksik Spur''' (N-S) - connects '''Derby Direct''' to Wiksik (this way, the Society has a connection from Wiksik to Derby in the event that the [non-CHS] '''Wiksik-Derby Highway''' ceases to be viable)&lt;br /&gt;
* '''Jack Spalding Highway''' (?-?) - exploration and mapping of the tunnel under the mountain; one mouth of the tunnel lies at [-70.368,+26.442] (not on the map above)&lt;br /&gt;
&lt;br /&gt;
== Road Standards ==&lt;br /&gt;
&lt;br /&gt;
=== Road Section ===&lt;br /&gt;
A CHS highway is made up of individual road sections.  A road section is an area of jungle cut  back to the bare topsoil and connected to other road sections.  To minimize the effect of plant regrowth, highways should be two paces wide (thanks [[User:Sling484|Sling]]).  Some of the secondary and spur roads might not warrant such painstaking construction, but it is never inappropriate.&lt;br /&gt;
&lt;br /&gt;
=== Directness of Highways ===&lt;br /&gt;
A CHS highway should consist of a direct route between two points of interest, subject to variances where it would save a great deal of building and maintenance labor.  Although mathematics tells us that the shortest distance between two points is a straight line, it is unfeasible to expect to build straight-line roads around the landform features of the island and with such primitive equipment.&lt;br /&gt;
&lt;br /&gt;
Therefore, roads should consist largely of north-south, east-west, and diagonal sections.  Frequent turns or spurs should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Signage ===&lt;br /&gt;
It is often useful for travellers to have some sense of the distance to the next point of interest.  The most reliable way to sign a road is to build a [[signpost]].  These should be built directly in the road; it requires two pieces of driftwood per sign.&lt;br /&gt;
&lt;br /&gt;
Signs should be placed in the following locations:&lt;br /&gt;
* At village boundaries, giving the distance to the closest 1-3 landmarks&lt;br /&gt;
* At forks or spurs in the road, indicating the direction and distance to the single closest landmark&lt;br /&gt;
* Every 50 paces at places where the last two digits of the GPS coordinate in the direction of travel is divisible by 50 (-70.200, -70.250, -70.300, etc.)&lt;br /&gt;
&lt;br /&gt;
Signs should specify distances in units of ''paces''; these can be measured as a change in the thousanths digit of the GPS coordinate.  Alternately, someone can simply travel the road, counting paces.  These do not have to be exact; it can be difficult to determine where a particular feature or place begins.&lt;br /&gt;
&lt;br /&gt;
If you cannot sign for the above, at least put a marker indicating the highway name.&lt;br /&gt;
&lt;br /&gt;
=== Example Signage ===&lt;br /&gt;
&lt;br /&gt;
You see a signpost that reads ''Sample Highway; Fakevillage 200E; Fakesettlement 360SW''&lt;br /&gt;
&lt;br /&gt;
This sign lets you know you're walking on Sample Highway.  It also indicates that ''Fakevillage'' lies 200 paces east and ''Fakesettlement'' lies 360 paces southwest.  The direction should always indicate '''where to go from here'''; it may be the case that the road changes direction one or more times before reaching the endpoint.&lt;br /&gt;
&lt;br /&gt;
== Membership ==&lt;br /&gt;
Please feel free to add yourself to this list!&lt;br /&gt;
&lt;br /&gt;
* [[User:Vtbassmatt|Alexander Black of Durham]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1652 Lougbridge]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=984 Sling484]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1333 Boricua]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=2807 Kripcat]&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans_for_both]]&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Civilized_Highway_Society&amp;diff=6559</id>
		<title>Civilized Highway Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Civilized_Highway_Society&amp;diff=6559"/>
		<updated>2006-06-03T01:27:18Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Civilized Highway Society|&lt;br /&gt;
clan_image=[[Image:CHSlogo.png]]|&lt;br /&gt;
clan_abbrev=CHS|&lt;br /&gt;
clan_leaders=[[User:Vtbassmatt|Alexander Black of Durham]]|&lt;br /&gt;
clan_membership=unknown|&lt;br /&gt;
clan_goals=Build and maintain high-quality highways linking important Shartak sites|&lt;br /&gt;
clan_recruit=Agree to our principles, start building highways in line with the standards here, and you're a member!|&lt;br /&gt;
clan_contact=[[Talk:Civilized Highway Society|Talk page]]|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
== The Need for Good Roads ==&lt;br /&gt;
Too many poor souls enter this realm completely lost and bewildered.  Whether they are newly-arrived Outsiders or youngling Natives, their common problem is an inability to get where they want to go.  A few enterprising people have seen fit to begin constructing roads between major villages; often these are used as routes to direct others to sites of pillage and death.&lt;br /&gt;
&lt;br /&gt;
If the isle of Shartak is ever to see the dawn of civilization, we must build and maintain high-quality roads linking all the major cultural and scenic sites.  These roads must conform to a well-publicized standard so that new arrivals can easily use them.  Missionaries, native shamans, hunters, explorers, and many others will benefit from clearly-demarcated paths through the wild.&lt;br /&gt;
&lt;br /&gt;
== Our Mission ==&lt;br /&gt;
This will be an arduous task.  In the CHS's observations, one individual can clear a maximum of 3 squares per day while still killing animals to advance (while of course those who either don't desire material reward or have already maxed out their skills can devote all of a day's labor to clearing roads, averaging something more like 7-8 squares per day).  Our mission, then, is three-fold:&lt;br /&gt;
&lt;br /&gt;
# identify sites in need of quality transportation&lt;br /&gt;
# build, maintain, and if possible patrol roads linking the identified sites&lt;br /&gt;
# recruit new members to our cause&lt;br /&gt;
&lt;br /&gt;
The above list should serve as a prioritized list of activities; it does no good to build roads willy-nilly if no one will use them, and if we are not building roads, what use are new recruits?&lt;br /&gt;
&lt;br /&gt;
We must strive to maintain the highest quality of building standards; please see the section below marked [[#Road Standards|Road Standards]] for the current regulations.&lt;br /&gt;
&lt;br /&gt;
Note well: we are committed to equal-opportunity access to both highway construction and use.  Natives, Outsiders, and pirates are all equally welcome to join the clan, build roads, and travel freely (without threat of harm).  In times of warfare, CHS members are encouraged not to take sides and to punish any acts of violence perpetrated along CHS-affiliated highways.&lt;br /&gt;
&lt;br /&gt;
== Highway Network ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Highway-map.png]]&lt;br /&gt;
&lt;br /&gt;
Highways are listed in the following format:&lt;br /&gt;
&lt;br /&gt;
'''''Name or Identifier''''' (''primary direction of travel'') - ''general location of road''&lt;br /&gt;
&lt;br /&gt;
=== Completed CHS Routes ===&lt;br /&gt;
* '''Southern Coastal Boulevard''' (E-W, NW-SE) - leads due east out of Durham along the southwestern peninsula's coast, turning southeast at the base of the peninsula and then east again upon reaching York's line of latitude and continuing into York proper.&lt;br /&gt;
&lt;br /&gt;
=== Non-CHS Highways Already Under Construction ===&lt;br /&gt;
The following highways are currently under construction, although not necessarily by CHS affiliates.  Therefore, our standards on neutrality may not apply.  They are listed here because incorporating them into our design '''significantly''' decreases the amount of work we have to do.&lt;br /&gt;
&lt;br /&gt;
* '''Dalpok-Shipwreck Highway'''  (NW-SE) - northwestern island&lt;br /&gt;
* '''York-Mountain Highway''' (N-S, NW-SE) - central island, west of the river&lt;br /&gt;
* '''Raktam Southbound Highway''' (N-S) - headed south from Raktam, east of the river (peters out north of the coast)&lt;br /&gt;
* '''Wiksik-Derby Highway''' (E-W, N-S) - heads east out of Wiksik; turns south near a sandy area and runs to Derby&lt;br /&gt;
* '''York-Derby Jungle Trail''' (?) - scratched out of the land by a semi-unaffiliated individual; this one intentionally doesn't conform to CHS standards as it is an experiment in lower-maintenance-cost roads&lt;br /&gt;
&lt;br /&gt;
=== Proposed Primary Routes ===&lt;br /&gt;
These are roads which would immediately provide transportation benefits and should be built first.&lt;br /&gt;
&lt;br /&gt;
* '''Mountain Loop Highway''' (roughly circular) - surrounds the central mountain, with Dalpok and Raktam located on its circumference.&lt;br /&gt;
** Recommend building the southern half first, with the northern half to be considered a secondary or alternate route&lt;br /&gt;
* '''Wiksik Artery''' (E-W) - exits Wiksik to the west and ends at the '''Mountain Loop Highway'''/'''Raktam Southbound Highway'''.&lt;br /&gt;
&lt;br /&gt;
=== Proposed Secondary Routes ===&lt;br /&gt;
These are roads which would provide secondary, scenic, or otherwise non-essential transportation capabilities.  The above primary routes have priority over these.&lt;br /&gt;
&lt;br /&gt;
* '''Shipwreck Shortcut''' (E-W) - extends west from the northern rim of the '''Mountain Loop Highway''' and terminates at the '''Dalpok-Shipwreck Highway'''&lt;br /&gt;
* '''Dalpok-Durham Connector''' (NE-SW) - runs southwest out of Dalpok and terminates at '''Southern Coastal Boulevard'''&lt;br /&gt;
* '''Derby Direct''' (E-W) - shortcut route between York and Derby, runs east from '''York-Mountain Highway''' to '''Wiksik-Derby Highway'''&lt;br /&gt;
* '''Wiksik Spur''' (N-S) - connects '''Derby Direct''' to Wiksik (this way, the Society has a connection from Wiksik to Derby in the event that the [non-CHS] '''Wiksik-Derby Highway''' ceases to be viable)&lt;br /&gt;
* '''Jack Spalding Highway''' (?-?) - exploration and mapping of the tunnel under the mountain; one mouth of the tunnel lies at [-70.368,+26.442] (not on the map above)&lt;br /&gt;
&lt;br /&gt;
== Road Standards ==&lt;br /&gt;
&lt;br /&gt;
=== Road Section ===&lt;br /&gt;
A CHS highway is made up of individual road sections.  A road section is an area of jungle cut  back to the bare topsoil and connected to other road sections.  To minimize the effect of plant regrowth, highways should be two paces wide (thanks [[User:Sling484|Sling]]).  Some of the secondary and spur roads might not warrant such painstaking construction, but it is never inappropriate.&lt;br /&gt;
&lt;br /&gt;
=== Directness of Highways ===&lt;br /&gt;
A CHS highway should consist of a direct route between two points of interest, subject to variances where it would save a great deal of building and maintenance labor.  Although mathematics tells us that the shortest distance between two points is a straight line, it is unfeasible to expect to build straight-line roads around the landform features of the island and with such primitive equipment.&lt;br /&gt;
&lt;br /&gt;
Therefore, roads should consist largely of north-south, east-west, and diagonal sections.  Frequent turns or spurs should be avoided.&lt;br /&gt;
&lt;br /&gt;
=== Signage ===&lt;br /&gt;
It is often useful for travellers to have some sense of the distance to the next point of interest.  The most reliable way to sign a road is to build a [[signpost]].  These should be built directly in the road; it requires two pieces of driftwood per sign.&lt;br /&gt;
&lt;br /&gt;
Signs should be placed in the following locations:&lt;br /&gt;
* At village boundaries, giving the distance to the closest 1-3 landmarks&lt;br /&gt;
* At forks or spurs in the road, indicating the direction and distance to the single closest landmark&lt;br /&gt;
* Every 50 paces at places where the last two digits of the GPS coordinate in the direction of travel is divisible by 50 (-70.200, -70.250, -70.300, etc.)&lt;br /&gt;
&lt;br /&gt;
Signs should specify distances in units of ''paces''; these can be measured as a change in the thousanths digit of the GPS coordinate.  Alternately, someone can simply travel the road, counting paces.  These do not have to be exact; it can be difficult to determine where a particular feature or place begins.&lt;br /&gt;
&lt;br /&gt;
If you cannot sign for the above, at least put a marker indicating the highway name.&lt;br /&gt;
&lt;br /&gt;
=== Example Signage ===&lt;br /&gt;
&lt;br /&gt;
You see a signpost that reads ''Sample Highway; Fakevillage 200E; Fakesettlement 360SW''&lt;br /&gt;
&lt;br /&gt;
This sign lets you know you're walking on Sample Highway.  It also indicates that ''Fakevillage'' lies 200 paces east and ''Fakesettlement'' lies 360 paces southwest.  The direction should always indicate '''where to go from here'''; it may be the case that the road changes direction one or more times before reaching the endpoint.&lt;br /&gt;
&lt;br /&gt;
== Membership ==&lt;br /&gt;
Please feel free to add yourself to this list!&lt;br /&gt;
&lt;br /&gt;
* [[User:Vtbassmatt|Alexander Black of Durham]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1652 Lougbridge]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=984 Sling484]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1333 Boricua]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=2807 Kripcat]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans_for_both]]&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=6558</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=6558"/>
		<updated>2006-06-03T01:25:46Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main Page Announcements|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Intro --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mainpage_intro=This is a central location for information relating to the game '''Shartak''' ([http://www.shartak.com/ http://www.shartak.com]). New players will want to read the '''[[Gameplay]]''' guide and perhaps the '''[[Requests for information]]''' page.&lt;br /&gt;
&lt;br /&gt;
In order to add or edit information here, you will need to [[Special:Userlogin|create a wiki account]]. This is separate from your Shartak account, but it's good to use the same username to avoid confusion.|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Backstory --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mainpage_backstory=Shartak is a massively-multiplayer online role-playing game (MMORPG) set on a mysterious island where natives and outsiders hunt and explore.&lt;br /&gt;
&lt;br /&gt;
For several hundred years the island of Shartak has been populated by three native tribes from the villages [[Dalpok]], [[Raktam]] and [[Wiksik]]. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying flashing boxes and loud sticks.&lt;br /&gt;
&lt;br /&gt;
Initially the strangers kept to the coastline and out of the jungle, but now they're getting adventurous and heading inland towards the villages. It won't be long before they stumble across the villages and learn of the treasures of the tribal ancestors.|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Alert --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mainpage_alert=''No messages.''|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Wiki activities --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mainpage_activities='''Current wiki activities'''&lt;br /&gt;
* The [[Identify Friend or Foe]] Initiative has been launched.&lt;br /&gt;
* [[Clan]]s are being explained.&lt;br /&gt;
* Changes to [[trading]] are being explained.&lt;br /&gt;
* Islet names are being [[Talk:Western_Islets|discussed]].&lt;br /&gt;
* [[Special weapon event odds]] are being researched.&lt;br /&gt;
* [[:Category:Shamans|NPC shamans]] are being tracked.&lt;br /&gt;
* [[Search Odds Condensed|Search odds]] are being researched and [[Search Odds Condensed (results)|summarized]].&lt;br /&gt;
* [[Trading hut stock reports|Trader stocks]] are being reported.&lt;br /&gt;
* [[Talk:Character classes|Class-specific skills]] are being charted.&lt;br /&gt;
&lt;br /&gt;
'''Current mapping activities'''&lt;br /&gt;
* [http://www.blackant.net/other/shartak/ Shartak MetaMap]: Check it out and add your map to help complete it.&lt;br /&gt;
* [http://www.itechsc.com/misc/shartak/ubermap/ Shartak UBER MAP project]: See the map so far and join the project.}}&lt;br /&gt;
&lt;br /&gt;
{{Main Page Navigation|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi1a=Glossary|&lt;br /&gt;
mainpage_navi1b=&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
** [[Camp]]s &amp;lt;small&amp;gt;([[Dalpok]], [[Raktam]], [[Wiksik]], [[Derby]], [[Durham]], [[York]], [[Shipwreck]])&amp;lt;/small&amp;gt;&lt;br /&gt;
** [[Terrain]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[NPC]]s &amp;lt;small&amp;gt;([[animals]], [[shaman]]s, [[trader]]s)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Character classes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi2a=Guides|&lt;br /&gt;
mainpage_navi2b=&lt;br /&gt;
* [[Gameplay]]&lt;br /&gt;
* [[Tips and tricks]]&lt;br /&gt;
* [[User interface]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Language]]&lt;br /&gt;
* [[Tracking]]&lt;br /&gt;
* [[Trading]]&lt;br /&gt;
** [[Trading hut stock reports]]&lt;br /&gt;
* [[Writing]]&lt;br /&gt;
* [[Search Odds Condensed]]&lt;br /&gt;
** [[Search Odds Condensed (results)|Results]]&lt;br /&gt;
* [[Special weapon event odds]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi3a=Feedback|&lt;br /&gt;
mainpage_navi3b=&lt;br /&gt;
* [[Requests for information]]&lt;br /&gt;
* [[Game design]]&lt;br /&gt;
* [[Bugs]]&lt;br /&gt;
** [[Bugs:Not]]&lt;br /&gt;
** [[Bugs:Fixed]]&lt;br /&gt;
* [[Suggestions]]&lt;br /&gt;
** [[Suggestions:Items|Items]]&lt;br /&gt;
** [[Suggestions:Skills|Skills]]&lt;br /&gt;
** [[Suggestions:Classes|Classes]]&lt;br /&gt;
** [[Suggestions:Game Mechanics|Game Mechanics]]&lt;br /&gt;
** [[Suggestions:Other|Other]]&lt;br /&gt;
** [[Suggestions:Implemented|Implemented]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi4a=Site data|&lt;br /&gt;
mainpage_navi4b=&lt;br /&gt;
* [http://www.shartak.com/faq.html FAQ]&lt;br /&gt;
* [http://www.shartak.com/news.html News]&lt;br /&gt;
** [http://www.shartak.com/old_news.html Older news]&lt;br /&gt;
* [http://www.shartak.com/stats.html Statistics]&lt;br /&gt;
** [http://www.shartak.com/statkills.html Kill statistics with NPCs]&lt;br /&gt;
** [http://www.shartak.com/statpkills.html Kill statistics without NPCs]&lt;br /&gt;
* [http://www.shartak.com/donate.html Donate]&lt;br /&gt;
* [http://www.shartak.com/advertising.html Advertising]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi5a=Clans|&lt;br /&gt;
mainpage_navi5b=&lt;br /&gt;
* [[:Category:Clans|Clans]]&lt;br /&gt;
** [[:Category:Clans for natives|Clans for natives]]&lt;br /&gt;
** [[:Category:Clans for outsiders|Clans for outsiders]]&lt;br /&gt;
** [[:Category:Clans for both|Clans for both]]&lt;br /&gt;
** [[:Category:Officially recognized clans|Officially recognized clans]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi6a=External links|&lt;br /&gt;
mainpage_navi6b=&lt;br /&gt;
* [[Project:Community Portal|Community Portal]]&lt;br /&gt;
** [http://www.frappr.com/shartak Frappr map]&lt;br /&gt;
** [[Project:Community Portal#Greasemonkey scripts|Greasemonkey scripts]]&lt;br /&gt;
** [http://shartak.forumsplace.com/index.html Unofficial forum]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6557</id>
		<title>Template:IdentifyFriendOrFoe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6557"/>
		<updated>2006-06-03T01:25:04Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #FFFF99 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Goldcoin.png]]||style=&amp;quot;background: #FFFF99; text-align: center;&amp;quot;|'''[[:Category:IFF_supporter|Identify Friend or Foe Supporter]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This User or Group supports the [[Identify Friend or Foe]] initiative &amp;amp; acknowledges that before attacking, it should be certain that the potential target is in fact a foe by the exchange of [[gold]].&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:IFF supporter|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Simply add the following to any page where you with this to be displayed:&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
[[Category:IFF_supporter]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6556</id>
		<title>Template:IdentifyFriendOrFoe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6556"/>
		<updated>2006-06-03T01:24:09Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #FFFF99 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Goldcoin.png]]||style=&amp;quot;background: #FFFF99; text-align: center;&amp;quot;|'''[[:Category:IFF_supporter|Identify Friend or Foe Supporter]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This User or Group supports the [[Identify Friend or Foe]] initiative &amp;amp; acknowledges that before attacking, it should be certain that the potential target is in fact a foe by the exchange of [[gold]].&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:IFF supporter|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Simply add the following to any page where you with this to be displayed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:IFF_supporter]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6555</id>
		<title>Template:IdentifyFriendOrFoe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6555"/>
		<updated>2006-06-03T01:23:37Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #FFFF99 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Goldcoin.png]]||style=&amp;quot;background: #FFFF99; text-align: center;&amp;quot;|'''[[:Category:IFF_supporter|Identify Friend or Foe Supporter]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This User or Group supports the [[Identify Friend or Foe]] initiative &amp;amp; acknowledges that before attacking, it should be certain that the potential target is in fact a foe by the exchange of [[gold]].&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:IFF supporter|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Simply add the following to any page where you with this to be displayed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:IFF_Supporter]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6554</id>
		<title>Template:IdentifyFriendOrFoe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6554"/>
		<updated>2006-06-03T01:22:55Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #FFFF99 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Goldcoin.png]]||style=&amp;quot;background: #FFFF99; text-align: center;&amp;quot;|'''[[:Category:IFF_supporter|Identify Friend or Foe Supporter]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This User or Group supports the [[Identify Friend or Foe]] initiative &amp;amp; acknowledges that before attacking, it should be certain that the potential target is in fact a foe by the exchange of [[gold]].&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:IFF supporter|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Simply add the following to any page where you with this to be displayed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category:IFF_supporter&amp;diff=6553</id>
		<title>Category:IFF supporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category:IFF_supporter&amp;diff=6553"/>
		<updated>2006-06-03T01:22:24Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These users and groups support the [[Identify Friend or Foe]] initiative &amp;amp; acknowledge that before attacking, it should be certain that the potential target is in fact a foe by the exchange of [[gold]].&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category:IFF_supporter&amp;diff=6552</id>
		<title>Category:IFF supporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category:IFF_supporter&amp;diff=6552"/>
		<updated>2006-06-03T01:22:09Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These users and groups support the [[Identify Friend or Foe]] initiative &amp;amp; acknowledge that before attacking, it should be certain that the potential target is in fact a foe by the exchange of gold.&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Identify_Friend_or_Foe&amp;diff=6551</id>
		<title>Identify Friend or Foe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Identify_Friend_or_Foe&amp;diff=6551"/>
		<updated>2006-06-03T01:21:16Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Goldcoin.png]]&lt;br /&gt;
The ''Identify Friend or Foe Initiative'' was conceived to prevent friendly natives from being killed by outsiders and vice versa.  To identify a friendly member of the opposite class, the follow procedure can be employed:&lt;br /&gt;
&lt;br /&gt;
# Upon encountering a member of the opposite class, give that character a gold coin or some other token object.&lt;br /&gt;
# The game's response will cause a link to that player's profile to be generated.&lt;br /&gt;
# View the player's profile and determine if that person has ever killed a member of your class.&lt;br /&gt;
#* If so, you may commence your attack as normal.&lt;br /&gt;
#* If not, you must assume the player is friendly and refrain from attacking.&lt;br /&gt;
&lt;br /&gt;
If your character or group supports IFF, please consider adding the IFF box to your group or personal page by adding '''&amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt;''' to the text of your page.&lt;br /&gt;
&lt;br /&gt;
The IFF Initiative is based on real-life [http://en.wikipedia.org/wiki/Identification_friend_or_foe IFF] systems used in combat.&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Identify_Friend_or_Foe&amp;diff=6550</id>
		<title>Identify Friend or Foe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Identify_Friend_or_Foe&amp;diff=6550"/>
		<updated>2006-06-03T01:20:55Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Goldcoin.png]]&lt;br /&gt;
The ''Identify Friend or Foe Initiative'' was conceived to prevent friendly natives from being killed by outsiders and vice versa.  To identify a friendly member of the opposite class, the follow procedure can be employed:&lt;br /&gt;
&lt;br /&gt;
# Upon encountering a member of the opposite class, give that character a gold coin or some other token object.&lt;br /&gt;
# The game's response will cause a link to that player's profile to be generated.&lt;br /&gt;
# View the player's profile and determine if that person has ever killed a member of your class.&lt;br /&gt;
#* If so, you may commence your attack as normal.&lt;br /&gt;
#* If not, you must assume the player is friendly and refrain from attacking.&lt;br /&gt;
&lt;br /&gt;
If your character or group supports IFF, please consider adding the IFF box to your group or personal page by adding &amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt; to the text of your page.&lt;br /&gt;
&lt;br /&gt;
The IFF Initiative is based on real-life [http://en.wikipedia.org/wiki/Identification_friend_or_foe IFF] systems used in combat.&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Identify_Friend_or_Foe&amp;diff=6549</id>
		<title>Identify Friend or Foe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Identify_Friend_or_Foe&amp;diff=6549"/>
		<updated>2006-06-03T01:20:44Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Goldcoin.png]]&lt;br /&gt;
The ''Identify Friend or Foe Initiative'' was conceived to prevent friendly natives from being killed by outsiders and vice versa.  To identify a friendly member of the opposite class, the follow procedure can be employed:&lt;br /&gt;
&lt;br /&gt;
# Upon encountering a member of the opposite class, give that character a gold coin or some other token object.&lt;br /&gt;
# The game's response will cause a link to that player's profile to be generated.&lt;br /&gt;
# View the player's profile and determine if that person has ever killed a member of your class.&lt;br /&gt;
#* If so, you may commence your attack as normal.&lt;br /&gt;
#* If not, you must assume the player is friendly and refrain from attacking.&lt;br /&gt;
&lt;br /&gt;
If your character or group supports IFF, please consider adding the IFF box to your group or personal page by adding &amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt; to the text of your page.&lt;br /&gt;
&lt;br /&gt;
The IFF Initiative is based on real-life [[http://en.wikipedia.org/wiki/Identification_friend_or_foe IFF]] systems used in combat.&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=6548</id>
		<title>User:VTBassMatt</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=6548"/>
		<updated>2006-06-03T01:12:16Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the author of Shartak Map Overlay (also known as SharMap).  Check it out on [http://mattandchristy.net/sharmap my site].&lt;br /&gt;
&lt;br /&gt;
I play four characters in Shartak:&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=742 VTBassMatt], a native from [[Wiksik]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1760 Redbeard], a pirate from the [[Shipwreck]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1859 Alexander Black], a soldier from [[Durham]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=2396 Quaternion], a native from [[Raktam]]&lt;br /&gt;
&lt;br /&gt;
VTBassMatt is the founder of the [[Native Resistance Front]].  Alexander Black is the founder of the [[Civilized Highway Society]].  Interestingly, the NRF is affiliated with a group that is virulently anti-highway...&lt;br /&gt;
&lt;br /&gt;
I play [http://www.urbandead.com Urban Dead] from time to time; you might check me out [http://wiki.urbandead.com/index.php/User:VTBassMatt over there].&lt;br /&gt;
&lt;br /&gt;
Finally, I've decided to try my hand at developing a game in the Shartak/UD genre; check out [http://pixelworld.mattandchristy.net PixelWorld].  I know it's super slow; I can't afford a dedicated server at the moment!  Please pass along any suggestions or bug reports.&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6547</id>
		<title>Template:IdentifyFriendOrFoe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6547"/>
		<updated>2006-06-03T01:11:12Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #FFFF99 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Goldcoin.png]]||style=&amp;quot;background: #FFFF99; text-align: center;&amp;quot;|'''[[:Category:IFF_supporter|Identify Friend or Foe Supporter]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This User or Group supports the [[Identify Friend or Foe]] initiative &amp;amp; acknowledges that before attacking, it should be certain that the potential target is in fact a foe by the exchange of gold.&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:IFF supporter|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Simply add the following to any page where you with this to be displayed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6546</id>
		<title>Template:IdentifyFriendOrFoe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6546"/>
		<updated>2006-06-03T01:10:34Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #FFFF99 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Goldcoin.png]]||style=&amp;quot;background: #FFFF99; text-align: center;&amp;quot;|'''[[:Category:IFF_supporter|Identify Friend or Foe Supporter]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This User or Group supports the [[Identify Friend or Foe]] initiative &amp;amp; acknowledges that before attacking, it should be certain that the potential target is in fact a foe by the exchange of a coin.&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:IFF supporter|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Simply add the following to any page where you with this to be displayed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Goldcoin.png&amp;diff=6545</id>
		<title>File:Goldcoin.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Goldcoin.png&amp;diff=6545"/>
		<updated>2006-06-03T01:09:56Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6544</id>
		<title>Template:IdentifyFriendOrFoe</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:IdentifyFriendOrFoe&amp;diff=6544"/>
		<updated>2006-06-03T01:09:40Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #FFFF99 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Goldcoin.png]]||style=&amp;quot;background: #FFFF99; text-align: center;&amp;quot;|'''[[:Category:IFF_supporter|Identify Friend or Foe Supporter]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This User or Group supports the [[Identify Friend or Foe]] initiative &amp;amp; acknowledges that before attacking, it should be certain that the potential target is in fact a foe.&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:IFF supporter|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Simply add the following to any page where you with this to be displayed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{IdentifyFriendOrFoe}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=6384</id>
		<title>User:VTBassMatt</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=6384"/>
		<updated>2006-06-01T17:56:20Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the author of Shartak Map Overlay (also known as SharMap).  Check it out on [http://mattandchristy.net/sharmap my site].&lt;br /&gt;
&lt;br /&gt;
I play four characters in Shartak:&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=742 VTBassMatt], a native from [[Wiksik]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1760 Redbeard], a pirate from the [[Shipwreck]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1859 Alexander Black], a soldier from [[Durham]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=2396 Quaternion], a native from [[Raktam]]&lt;br /&gt;
&lt;br /&gt;
VTBassMatt is the founder of the [[Native Resistance Front]].  Alexander Black is the founder of the [[Civilized Highway Society]].  Interestingly, the NRF is affiliated with a group that is virulently anti-highway...&lt;br /&gt;
&lt;br /&gt;
I play [http://www.urbandead.com Urban Dead] from time to time; you might check me out [http://wiki.urbandead.com/index.php/User:VTBassMatt over there].&lt;br /&gt;
&lt;br /&gt;
Finally, I've decided to try my hand at developing a game in the Shartak/UD genre; check out [http://pixelworld.mattandchristy.net PixelWorld].  I know it's super slow; I can't afford a dedicated server at the moment!  Please pass along any suggestions or bug reports.&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=6361</id>
		<title>User:VTBassMatt</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=6361"/>
		<updated>2006-06-01T03:14:31Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the author of Shartak Map Overlay (also known as SharMap).  Check it out on [http://mattandchristy.net/sharmap my site].&lt;br /&gt;
&lt;br /&gt;
I play four characters in Shartak:&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=742 VTBassMatt], a native from [[Wiksik]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1760 Redbeard], a pirate from the [[Shipwreck]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1859 Alexander Black], a soldier from [[Durham]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=2396 Quaternion], a native from [[Raktam]]&lt;br /&gt;
&lt;br /&gt;
VTBassMatt is the founder of the [[Native Resistance Front]].  Alexander Black is the founder of the [[Civilized Highway Society]].  Interestingly, the NRF is affiliated with a group that is virulently anti-highway...&lt;br /&gt;
&lt;br /&gt;
I also play [http://www.urbandead.com Urban Dead] from time to time; you might check me out [http://wiki.urbandead.com/index.php/User:VTBassMatt over there].&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=6273</id>
		<title>Native Resistance Front</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=6273"/>
		<updated>2006-05-30T17:51:46Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Native Resistance Front|&lt;br /&gt;
clan_image=[[Image:Nrf-logo.png]]|&lt;br /&gt;
clan_abbrev=NRF|&lt;br /&gt;
clan_leaders=[[User:Vtbassmatt|VTBassMatt of Wiksik]]|&lt;br /&gt;
clan_membership=Natives and select sympathetic outsiders|&lt;br /&gt;
clan_goals=Repel the invaders!|&lt;br /&gt;
clan_recruit=See the [http://www.shartak.com/clanview.cgi?id=5 in-game clan page]|&lt;br /&gt;
clan_contact=[[Talk:Native Resistance Front|Talk page]]|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tired of the outsider incursion into the homeland, a simple shaman from Wiksik gathered a small group together in order to try and repel the invaders. Peaceful means have failed, and the natives are beginning to use more violent means to get their point across. Enter the Native Resistance Front. Composed of villagers from all walks of life, NRF's sole goal is to send the outsiders packing. That's not to say, however, that all NRF members are natives—sympathetic outsiders, especially pirates and scientists, make up a small contingent within the group. Operations are largely decentralized, and members are entirely responsible for their own actions; the NRF serves as an information-sharing conduit and a resource for learning to work—to resist—more effectively. Join the group and fight the good fight. For Shartak; for all of us.&lt;br /&gt;
&lt;br /&gt;
= Affiliations =&lt;br /&gt;
* [[SPF|Shartak Preservation Front]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans_for_natives]] [[Category:Officially_recognized_clans]]&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Native_Resistance_Front&amp;diff=6272</id>
		<title>Talk:Native Resistance Front</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Native_Resistance_Front&amp;diff=6272"/>
		<updated>2006-05-30T17:49:29Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: /* A United Front */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A United Front ==&lt;br /&gt;
Would you guys be interested in a possible loose alliance / affliantion with the Shartak Preservation Front?  It seems all of us would benefit from the destruction of the road system and the protection of the island's fragile environment.  -- SPF 23:40 23-5-06&lt;br /&gt;
* Members of the NRF would be highly suspicious of the motives of an Outsider clan such as yours, but if one of your aims is to reduce the presence of Outsiders on Shartak, a non-aggression pact could perhaps be arranged... -- [[User:Vtbassmatt|VTBassMatt]] 18:26, 24 May 2006 (BST)&lt;br /&gt;
* An outsider clan?  We can assure you we have an equal-oppurtunities recruitment policy.  Our goal is to prevent the urbanisation of the isle, and thus limit significant outsider presence to the settlements already established, and promote co-operation and co-existance between outsiders, natives, and nature.  --SPF 0856 27-5-06&lt;br /&gt;
** My mistake.  Let the affiliation commence. --[[User:Vtbassmatt|VTBassMatt]] 18:49, 30 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=5618</id>
		<title>User:VTBassMatt</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=5618"/>
		<updated>2006-05-25T02:28:23Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the author of Shartak Map Overlay (also known as SharMap).  Check it out on [http://mattandchristy.net/sharmap my site].&lt;br /&gt;
&lt;br /&gt;
I play four characters in Shartak:&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=742 VTBassMatt], a native from [[Wiksik]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1760 Redbeard], a pirate from the [[Shipwreck]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1859 Alexander Black], a soldier from [[Durham]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=2396 Quaternion], a native from [[Raktam]]&lt;br /&gt;
&lt;br /&gt;
VTBassMatt is the founder of the [[Native Resistance Front]].  Alexander Black is the founder of the [[Civilized Highway Society]].&lt;br /&gt;
&lt;br /&gt;
I also play [http://www.urbandead.com Urban Dead] from time to time; you might check me out [http://wiki.urbandead.com/index.php/User:VTBassMatt over there].&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=5574</id>
		<title>Native Resistance Front</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=5574"/>
		<updated>2006-05-24T17:48:35Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Native Resistance Front|&lt;br /&gt;
clan_image=[[Image:Nrf-logo.png]]|&lt;br /&gt;
clan_abbrev=NRF|&lt;br /&gt;
clan_leaders=[[User:Vtbassmatt|VTBassMatt of Wiksik]]|&lt;br /&gt;
clan_membership=Natives and select sympathetic outsiders|&lt;br /&gt;
clan_goals=Repel the invaders!|&lt;br /&gt;
clan_recruit=See the [http://www.shartak.com/clanview.cgi?id=5 in-game clan page]|&lt;br /&gt;
clan_contact=[[Talk:Native Resistance Front|Talk page]]|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tired of the outsider incursion into the homeland, a simple shaman from Wiksik gathered a small group together in order to try and repel the invaders. Peaceful means have failed, and the natives are beginning to use more violent means to get their point across. Enter the Native Resistance Front. Composed of villagers from all walks of life, NRF's sole goal is to send the outsiders packing. That's not to say, however, that all NRF members are natives—sympathetic outsiders, especially pirates and scientists, make up a small contingent within the group. Operations are largely decentralized, and members are entirely responsible for their own actions; the NRF serves as an information-sharing conduit and a resource for learning to work—to resist—more effectively. Join the group and fight the good fight. For Shartak; for all of us.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans_for_Natives]] [[Category:Officially_recognized_clans]]&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Nrf-logo.png&amp;diff=5573</id>
		<title>File:Nrf-logo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Nrf-logo.png&amp;diff=5573"/>
		<updated>2006-05-24T17:47:22Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: Native Resistance Front logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Native Resistance Front logo&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Native_Resistance_Front&amp;diff=5568</id>
		<title>Talk:Native Resistance Front</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Native_Resistance_Front&amp;diff=5568"/>
		<updated>2006-05-24T17:26:09Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: /* A United Front */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A United Front ==&lt;br /&gt;
Would you guys be interested in a possible loose alliance / affliantion with the Shartak Preservation Front?  It seems all of us would benefit from the destruction of the road system and the protection of the island's fragile environment.  -- SPF 23:40 23-5-06&lt;br /&gt;
* Members of the NRF would be highly suspicious of the motives of an Outsider clan such as yours, but if one of your aims is to reduce the presence of Outsiders on Shartak, a non-aggression pact could perhaps be arranged... -- [[User:Vtbassmatt|VTBassMatt]] 18:26, 24 May 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=5459</id>
		<title>User:VTBassMatt</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:VTBassMatt&amp;diff=5459"/>
		<updated>2006-05-23T19:33:19Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the author of Shartak Map Overlay (also known as SharMap).  Check it out on [http://mattandchristy.net/sharmap my site].&lt;br /&gt;
&lt;br /&gt;
I play four characters in Shartak:&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=742 VTBassMatt], a native from [[Wiksik]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1760 Redbeard], a pirate from the [[Shipwreck]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=1859 Alexander Black], a soldier from [[Durham]]&lt;br /&gt;
* [http://www.shartak.com/profile.cgi?id=2396 Quaternion], a native from [[Raktam]]&lt;br /&gt;
&lt;br /&gt;
VTBassMatt is the founder of the [[Native Resistance Front]].  Alexander Black is the founder of the [[Civilized Highway Society]].&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=5458</id>
		<title>Native Resistance Front</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=5458"/>
		<updated>2006-05-23T19:31:15Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Native Resistance Front|&lt;br /&gt;
clan_image=|&lt;br /&gt;
clan_abbrev=NRF|&lt;br /&gt;
clan_leaders=[[User:Vtbassmatt|VTBassMatt of Wiksik]]|&lt;br /&gt;
clan_membership=Natives and select sympathetic outsiders|&lt;br /&gt;
clan_goals=Repel the invaders!|&lt;br /&gt;
clan_recruit=See the [http://www.shartak.com/clanview.cgi?id=5 in-game clan page]|&lt;br /&gt;
clan_contact=[[Talk:Native Resistance Front|Talk page]]|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tired of the outsider incursion into the homeland, a simple shaman from Wiksik gathered a small group together in order to try and repel the invaders. Peaceful means have failed, and the natives are beginning to use more violent means to get their point across. Enter the Native Resistance Front. Composed of villagers from all walks of life, NRF's sole goal is to send the outsiders packing. That's not to say, however, that all NRF members are natives—sympathetic outsiders, especially pirates and scientists, make up a small contingent within the group. Operations are largely decentralized, and members are entirely responsible for their own actions; the NRF serves as an information-sharing conduit and a resource for learning to work—to resist—more effectively. Join the group and fight the good fight. For Shartak; for all of us.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans_for_Natives]]&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=5457</id>
		<title>Native Resistance Front</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=5457"/>
		<updated>2006-05-23T19:30:58Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Native Resistance Front|&lt;br /&gt;
clan_image=|&lt;br /&gt;
clan_abbrev=NRF|&lt;br /&gt;
clan_leaders=[[User:Vtbassmatt|VTBassMatt of Wiksik]]|&lt;br /&gt;
clan_membership=Natives and select sympathetic outsiders|&lt;br /&gt;
clan_goals=Repel the invaders!|&lt;br /&gt;
clan_recruit=See the [http://www.shartak.com/clanview.cgi?id=5 in-game clan page]|&lt;br /&gt;
clan_contact=[[Talk:Native Resistance Front|Talk page]]|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tired of the outsider incursion into the homeland, a simple shaman from Wiksik gathered a small group together in order to try and repel the invaders. Peaceful means have failed, and the natives are beginning to use more violent means to get their point across. Enter the Native Resistance Front. Composed of villagers from all walks of life, NRF's sole goal is to send the outsiders packing. That's not to say, however, that all NRF members are natives—sympathetic outsiders, especially pirates and scientists, make up a small contingent within the group. Operations are largely decentralized, and members are entirely responsible for their own actions; the NRF serves as an information-sharing conduit and a resource for learning to work—to resist—more effectively. Join the group and fight the good fight. For Shartak; for all of us.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans_for_natives]]&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=5456</id>
		<title>Native Resistance Front</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Resistance_Front&amp;diff=5456"/>
		<updated>2006-05-23T19:29:34Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Native Resistance Front|&lt;br /&gt;
clan_image=|&lt;br /&gt;
clan_abbrev=NRF|&lt;br /&gt;
clan_leaders=[[User:Vtbassmatt|VTBassMatt of Wiksik]]|&lt;br /&gt;
clan_membership=Natives and select sympathetic outsiders|&lt;br /&gt;
clan_goals=Repel the invaders!|&lt;br /&gt;
clan_recruit=See the [http://www.shartak.com/clanview.cgi?id=5 in-game clan page]|&lt;br /&gt;
clan_contact=[[Talk:Native Resistance Front|Talk page]]|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tired of the outsider incursion into the homeland, a simple shaman from Wiksik gathered a small group together in order to try and repel the invaders. Peaceful means have failed, and the natives are beginning to use more violent means to get their point across. Enter the Native Resistance Front. Composed of villagers from all walks of life, NRF's sole goal is to send the outsiders packing. That's not to say, however, that all NRF members are natives—sympathetic outsiders, especially pirates and scientists, make up a small contingent within the group. Operations are largely decentralized, and members are entirely responsible for their own actions; the NRF serves as an information-sharing conduit and a resource for learning to work—to resist—more effectively. Join the group and fight the good fight. For Shartak; for all of us.&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Cave&amp;diff=4632</id>
		<title>Cave</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Cave&amp;diff=4632"/>
		<updated>2006-05-12T12:52:35Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: /* Lower Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dark Cave (on the western side of the mountain) leads to a tunnel network below the mountain.  Unfortunately, the tunnels don't seem to lead anywhere interesting.  What follows is a map of the two main levels of the cave system.&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
 * : not a part of the tunnel network&lt;br /&gt;
 @ : cave&lt;br /&gt;
 X : tunnel&lt;br /&gt;
 D : tunnel down&lt;br /&gt;
 U : tunnel up&lt;br /&gt;
&lt;br /&gt;
== Upper Level ==&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 ************************D********&lt;br /&gt;
 **********************@XX********&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
&lt;br /&gt;
== Lower Level ==&lt;br /&gt;
 *********************************&lt;br /&gt;
 ************************XXXXXXX**&lt;br /&gt;
 ************************X********&lt;br /&gt;
 ************************X********&lt;br /&gt;
 ****X*************XXXXXXX********&lt;br /&gt;
 ****X**XXXXXXXXXXXXX****U********&lt;br /&gt;
 ****X**X******XX*****************&lt;br /&gt;
 ****XXXX*****XX******************&lt;br /&gt;
 ****X*******XX*******************&lt;br /&gt;
 ****X******XX********************&lt;br /&gt;
 ****X******X*********************&lt;br /&gt;
 ****X******X*********************&lt;br /&gt;
 ****X******X*********************&lt;br /&gt;
 ****X******XXX*******************&lt;br /&gt;
 ****X********X*******************&lt;br /&gt;
 **XXXXXXXXXXXX*******************&lt;br /&gt;
 ****X****************************&lt;br /&gt;
 ****X****************************&lt;br /&gt;
 ****X****************************&lt;br /&gt;
 ****X****************************&lt;br /&gt;
 *********************************&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Cave&amp;diff=4631</id>
		<title>Cave</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Cave&amp;diff=4631"/>
		<updated>2006-05-12T12:52:19Z</updated>

		<summary type="html">&lt;p&gt;Vtbassmatt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dark Cave (on the western side of the mountain) leads to a tunnel network below the mountain.  Unfortunately, the tunnels don't seem to lead anywhere interesting.  What follows is a map of the two main levels of the cave system.&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
 * : not a part of the tunnel network&lt;br /&gt;
 @ : cave&lt;br /&gt;
 X : tunnel&lt;br /&gt;
 D : tunnel down&lt;br /&gt;
 U : tunnel up&lt;br /&gt;
&lt;br /&gt;
== Upper Level ==&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 ************************D********&lt;br /&gt;
 **********************@XX********&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
 *********************************&lt;br /&gt;
&lt;br /&gt;
== Lower Level ==&lt;br /&gt;
 *********************************&lt;br /&gt;
 ************************XXXXXXX**&lt;br /&gt;
 ************************X********&lt;br /&gt;
 ************************X********&lt;br /&gt;
 ****X*************XXXXXXX********&lt;br /&gt;
 ****X**XXXXXX%XXXXXX****U********&lt;br /&gt;
 ****X**X******XX*****************&lt;br /&gt;
 ****XXXX*****XX******************&lt;br /&gt;
 ****X*******XX*******************&lt;br /&gt;
 ****X******XX********************&lt;br /&gt;
 ****X******X*********************&lt;br /&gt;
 ****X******X*********************&lt;br /&gt;
 ****X******X*********************&lt;br /&gt;
 ****X******XXX*******************&lt;br /&gt;
 ****X********X*******************&lt;br /&gt;
 **XXXXXXXXXXXX*******************&lt;br /&gt;
 ****X****************************&lt;br /&gt;
 ****X****************************&lt;br /&gt;
 ****X****************************&lt;br /&gt;
 ****X****************************&lt;br /&gt;
 *********************************&lt;/div&gt;</summary>
		<author><name>Vtbassmatt</name></author>
		
	</entry>
</feed>