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the spend 50ap to contact a shamen applies to outsiders and natives so I took out the "an outsider" right before spirt.

General Spirit Questions

Q. When you say that a spirit can move freely, do you mean movement costs no AP?

A. Movement does cost AP, what it means is you can travel through jungle that you would have to chop first without the need to chop.I have no clue what it means for water however, it may still take 2 ap to travel through. -- Daylan

Both water and swamp only take 1 AP when dead. --Dr. J
Does movement through jungle with the trekking skill cost 1AP or 1/2? -- Daylan
According to Jackel's note on the Suggestions page, Trekking doesn't work when you're a spirit. --Lint 03:48, 7 March 2006 (GMT)

Q. What actions can a spirit perform?

A. With no skills you can only move, refresh, and contact shamen to get revived for 50ap, looking at the skills page it would seem that you can get skills to talk and a skill to scream whatever the use of that is.-- Daylan

I have been able to enter and leave a hut as a spirit. :D --Lint 03:48, 7 March 2006 (GMT)

A. Futhermore, the movement while a spirit does NOT appear to update on the player's map. A logical, if frustrating fact.--Jackel 01:40, 6 March 2006 (GMT)

Q. Is there any punishment for death? Lost items? Lost experience?

A. As far as I could tell, I lost no xp or items when I died so the only "punishment" is having to spend ap to goto a shamen, ethier by spending 50ap or moving to the closest village and getting revived. -- Daylan

My character, which died from an untreated shark bite, is still wounded after being revived. --Lint 03:48, 7 March 2006 (GMT)
(Lingering shark bite bug appears to have been fixed.) --Tycho44 02:08, 17 May 2006 (BST)

Thank you both. --Lint 19:13, 26 February 2006 (GMT)

Scream replaced by shriek and wail

I was a spirit a little over 48 hours ago and I was able to "scream" and "wail" (there was a seperate button for each). The recent edit suggests that this is no longer possible as "shriek" replaces "scream" - is that really the case? --Lint 20:45, 16 June 2006 (BST)

Oops, my mistake. I said that Shriek replaces Scream, when in fact, it appears that Wail replaces Shriek. Can someone who doesn't have Banshee Wail confirm this? --Tycho44 23:14, 16 June 2006 (BST)

Haunting Scream Tree Questions/Comments

When I recently died, I think each Haunting Scream cost one AP and produced a message to state that I screamed. I found a fellow Native with Sixth sense and proceeded to scream at them. There was no indication of anyone being damaged by it although I did earn XP (which in my haste, I suppose I didn't document). I resurrected and returned to my test subject to see that they did not sustain any damage. So perhaps I was unknowingly attacking a Survivor that was hiding nearby? I guess it might also be impossible to PK with the screams. --Lint 00:52, 28 April 2006 (BST)

None of the Shriek/Scream/Wail effects can be used in the presence of a village Shaman (flavour text to the effect that the Shaman spreads a peaceful aura or somesuch). Unknown radius. Observed up to 4 squares away from the Pirate's Shaman). I expect to be a spirit, shortly, and will test the radius. It may be worth returning to my home village to see if there is a distinction between home/away --Anothertwilight 10:10, 1 May 2006 (BST)

The effects of scream are blocked in a 5x5 square centred on the village Shaman, the effects of wail are negated over an area of 11x11 - "You feel the calming influence of the shaman, Jakota, sweep over you and the scream dies in your throat." and "You feel the calming influence of the shaman, Jakota, sweep over you and the banshee wail dies in your throat."Anothertwilight 00:08, 2 May 2006 (BST)


Q. Are you earning XP for the damage you deal with Haunting scream / Shocking shriek / Banshee wail? --Lint 23:43, 18 April 2006 (BST)

A. Yes. Scream yields 1 XP per AP when in the same square as a target. Wail has a variable yield, each attempt costs 2 AP but XP varies as follows;

0 XP - "You let out a banshee wail but life carries on as normal."
1 XP - "You let out a banshee wail causing very slight damage."
4 XP - "You let out a banshee wail causing major damage."
5 XP - "You let out a banshee wail causing critical amounts of damage."

Q. If yes. Is that XP consistent with combat-earned XP in that attacking your own type only earns 1/2 XP? --Lint 23:43, 18 April 2006 (BST)

I see where your going with this, Lint. As it stands, I've only been on the receiving end of a banshee wail. Actually, about 20 of them, about half of them caused 4 points of damage to my native, and possibly the other 4 people in the sqaure I was in, if they happened to have "sixth sense".

This tree needs some serious examination! If spirit players get XP for damage caused, than its an XP farm, since there's currently no way of harming or sanctioning "spirits", they can just sit back and wail without fear of repercussion. If they don't get XP, than its a grief tree--a consequence-free way of harming other players without risk or benefit to themselves. Having sixth sense is pointless without a means of defending oneself from these spirits. PLEASE ADDRESS THIS, SIMON! --Jackel 00:24, 20 April 2006 (BST)

Actually, I was just curious about the skill's mechanics. I hadn't put much thought into abuse. --Lint 00:40, 20 April 2006 (BST)
I wouldn't call it too much of an XP farm, it is much easier to escape from a ghost than a PKer. --Grigoriy 18:48, 2 May 2006 (BST)
But it is much much harder to track a ghost than a PKer. When a newbie character logs on after a PK death, they see the damage log, kill message, and profile info of their killer. A non-psychic character who logs on after dying from banshee wails has no idea who killed them (or even how many killers were involved). --Tycho44 23:13, 3 May 2006 (BST)
Even those with sixth sense cannot see the name of the ghost that wailed at them. Honestly, though, I see no reason not to allow it. I'm working up for one of my characters to become a permanent ghost. I might make the switch as soon as I've got Haunting Scream, and get the rest of the necessary XP from that. I don't see it as an XP farm, but as a viable means of RP. That said, I've yet to hear anyone use Ghostly Whisper. :/ I'll certainly address that with the upcoming ghost character.--Wifey 17:22, 9 May 2006 (BST)


Q. How far can the scream reach? --Lint 00:52, 28 April 2006 (BST)


Q. Haunting Scream's description states it can attract spirits - any evidence of this? --Lint 00:52, 28 April 2006 (BST)


I was recently the victim to a Banshee wail attack. I heard a total of 36 wails, and was damaged 7 times. A 19.4% success rate. --Lint 00:32, 30 April 2006 (BST)

  • I was hit by 5 of 12 wails, but there were about 10 other people in the hut, so that overall I suspect that there was a lot of mayhem. (Did that player really earn 4x5x10=200xp for 12 AP??) --Tycho44 17:12, 30 April 2006 (BST)
Spirits can wail inside huts, but not villages. If everone left the hut when they were done and didn't sleep in them, the ghost wouldn't be able to get much XP. --Grigoriy 18:48, 2 May 2006 (BST)

I now experienced a Shocking shriek attack. I heard a total of 25 shrieks, and was damaged 4 times. A 16% success rate. --Lint 01:02, 6 May 2006 (BST)

Flavor text

Haunting Scream

  • You let out a haunting scream.

Shocking Shriek

  • You let out a shocking shriek but life carries on as normal.
  • You let out a shocking shriek causing just a little damage.
  • You let out a shocking shriek causing lots of damage.
  • You hear a shocking shriek coming from all around you.
  • You hear a shocking shriek coming from all around you, and lose 2 HP from fear.

Banshee Wail

  • You hear a banshee wail coming from all around you.
  • You hear a banshee wail coming from all around you, and lose 4 HP from fear.




Potential victims in the immediate area, cost per shriek, xp earned per success, amount of damage.

Class Victims AP cost XP earned Damage
Pirate 5 Natives 3 AP 0 XP but life carries on as normal
Pirate 5 Natives 3 AP 2 XP causing very slight damage
Pirate 6 Natives 3 AP 0 XP but life carries on as normal
Pirate 6 Natives 3 AP 2 XP causing very slight damage
Pirate 6 Natives 3 AP 4 XP causing just a little damage
Pirate 6 Natives 3 AP 6 XP causing a fair bit of damage

Type 2 table

| ~~~~ || AP || H/T || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || XP
Sig AP Cost Hits/Total 1 XP 2 XP 3 XP 4 XP 5 XP 6 XP 7 XP 8 XP Total XP
Lint 01:48, 3 June 2006 (BST) 3 10 / 25 _ 7 _ 2 _ 1 _ _ 28
Lint 03:35, 4 June 2006 (BST) 3 10 / 25 _ 8 _ 2 _ _ _ _ 24
Lint 00:39, 6 June 2006 (BST) 6 8 / 13 _ 4 _ 4 _ _ _ _ 24
Lint 03:25, 7 June 2006 (BST) 6 10 / 13 _ 5 _ 3 _ 1 _ 1 36
Lint 06:15, 8 June 2006 (BST) 6 8 / 10 _ 3 _ 4 _ _ _ 1 30


Type 2 table

| ~~~~ || AP || H/T || 2 || 4 || 6 || 8 || 10 || 12 || 14 || 15 || XP
Sig AP Cost Hits/Total 2 XP 4 XP 6 XP 8 XP 10 XP 12 XP 14 XP 15 XP Total XP
Lint 10:44, 9 June 2006 (BST) 6 8 / 13 _ 3 _ 2 _ 3 _ _ 64
Lint 02:49, 11 June 2006 (BST) 6 13/13 _ 31 _ 4 _ 5 _ 12 119???
Lint 05:15, 12 June 2006 (BST) 6 4 / 13 _ 3 _ 1 _ _ _ _ 20
  • 1 Was earning 4 XP for "You let out a banshee wail but life carries on as normal." in a hut with 9 natives, which previously yielded nothing. --Lint 02:49, 11 June 2006 (BST)
  • 2 Was earning 15 XP for "You let out a banshee wail causing some damage." in a hut with 9 natives, which alters my theory that the rates doubled from the Shriek data. --Lint 02:49, 11 June 2006 (BST)

Sig Wails 0 XP 4 XP 8 XP 12 XP 15 XP Total XP Total AP Ratio
Tycho44 08:33, 16 June 2006 (BST) 64 1 12 21 11 19 633 384 1.65
(copied Lint Jun 9-12) 39 14 9 7 8 1 119 234 0.51


Class Sixth sense Sound Damage

Revival at other towns/villages

Note: Information and advice found in this section may be out-of-date with the recent shaman changes. --20:53, 16 May 2006 (BST)

Can anyone confirm that a player can be revived at another town/village? My York scientist is currently a spirit, and not even very close to York, yet when I try to "contact a shaman", I am told that Kahuni (the NPC shaman at York) is currently trying to become a non-spirit himself, and can't revive me. I can't see any option that would allow another shaman to revive me, so I wonder how it can be done. --Jackel 01:44, 6 March 2006 (GMT)

This is definitely possible, I have done it myself. All you need to do is find another village/settlement and then stand over the shamen. --Dr. J 01:46, 6 March 2006 (GMT)
This allows you to perform the evil trick of going to a native village as an outsider spirit (or vice-versa), reviving at the shaman and going on a killing spree...
Agreed! I've resisted the temptation myself, but what's to stop me from entering a "hostile" village, murdering everything within my AP limit, getting killed, getting revived by the local shaman, waiting until my AP is maxed out, standing up, going on another murderous rampage, rinse, repeat until I'm about level 400? Its a lot better than wandering around looking for animals, and there's ZERO repercussions. This needs to be addressed, either through death sanctions, or something else. --Jackel 00:28, 20 April 2006 (BST)
In the case of the original poster, I assume that the local shaman had been killed, and resurrections were delayed pending the shaman's recovery. --Tycho44 19:59, 2 May 2006 (BST)

Q: There appear to be two ways to revive: (1) I've been revived by clicking the "Contact Shaman (25AP)" button, but (2) how do you revive by hand? Generally floating back and forth over the shaman doesn't seem to help, nor does clicking "Refresh" repeatedly. Do you simply float onto the shaman's square, and then wait for a single clock tick?

A: Yes. (Changed on May 16.)

Well, this is interesting ... I've been standing over the Pirates' shaman for 4 clock ticks now, and haven't been revived. I wonder what's up? --Motogrrl 20:26, 16 May 2006 (BST)

A: Apparently, the only way to revive is to choose either contact hometown shaman (25AP) or contact nearest shaman (50AP). It is no longer possible to revive by floating over a shaman. Can anyone confirm that wandering jungle shamans cannot revive by floatover?? --Tycho44 02:10, 17 May 2006 (BST)

Avoiding Death

How can someone avoid death? Hiding in a hut doesn't work. --LouisB3 22:43, 15 May 2006 (BST)

Best bet is to find a large group of others of your kind and stay on that square. Just hope that there aren't spirits lurking about! Arminius 07:08, 16 May 2006 (BST)
Out in the middle of nowhere is often quite safe as well, since there is no one around to kill you. --Tycho44 08:04, 16 May 2006 (BST)
I heard that tying live salmon to your feet is a good death ward. Try it!--Wifey 20:45, 16 May 2006 (BST)
You don't need Expert Tracking to follow Wifey around! --Tycho44 02:12, 17 May 2006 (BST)
Don't be a native. Outsiders favor Natives by more than 2:1, and its no coincidence, as the current class stucture heavily favors them. Kinda odd for a virtually undiscovered island, they'll probably be strip malls in a few months. --Jackel 05:11, 3 June 2006 (BST)