Difference between revisions of "Terrain"

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Within the navigation map there are a number of different coloured areas which correspond to the different [[terrain]] types.
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=General Information=
  
Terrains are usually distinguished by the color of the map square. In addition, each map square has a terrain label (and the terrain label also leads off the description of your current location). Within a general class of terrain, there may be several zones that have different labels. For example, characters first arriving in Shartak commonly encounter village squares, which are labeled with the name of the village (such as "Dalpok") instead of being labeled as "Jungle". Other distinct zones exist: for example, there are Caves and Tunnels in mountain terrain, and there are Beaches and Dunes in beach terrain.  
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Within the navigation map there are a number of different tiles which correspond to the different terrain types.
  
Shartak also has a few special locations, such as Boatyards. These locations have the same terrain color and the same terrain label as normal terrain (such as Beach), and can only be discovered by carefully reading the location's unusual description text.  
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Terrains can be distinguished by the graphic on the tile. In addition, each map square has a terrain label. This label can either be the name of the terrain (such as Jungle appearing on Jungle tiles), or a specific location (such as Dalpok appearing on the squares that are within the Dalpok town).  Some have different descriptions which can further differentiate Terrain types, such as boatyards contained on squares that are labeled beaches.
  
Terrain squares can also contain a single detail, illustrated by an icon. These terrain details include huts (in ruins and villages), bushes or trees (in jungle), ruins -- and player-constructed signposts. (See [[Locations#Details]] for more information.)
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=Different Terrain Types=
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*'''Tile Description''' - The description on the square
 +
*'''Findable items''' - What items can be found on the square
 +
*'''Movement Cost''' - How much it costs to move on the square AP wise (the number in the parenthesis is the cost when a player has the skill Trekking (or Swimming with water tiles))
 +
*'''Special Squares''' - Unique types of certain terrain.
  
According to GPS calculations, each square of terrain is approximately 100 meters on a side.
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If one of these are missing it means that the category doesn't apply for that type of Terrain.
 +
==Beach==
 +
[[Image:Beach_Tile.png]]
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*'''Tile Description'''
 +
*'''Findable items''' - Driftwood, Crab, Beer
 +
*'''Movement Cost''' - 1AP (0.5AP)
 +
*'''Special Squares''' - Some beach squares have a unique description and have been dubbed by players as Boatyards.
 +
===Boatyards===
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*'''Tile Description''' - A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.
 +
*'''Findable items''' - Driftwood (at a higher percentage than regular beach squares), Crab, Beer
 +
*'''Movement Cost''' - 1AP (0.5AP)
 +
*'''Locations''' {{GPS|70|055|26|384}},{{GPS|70|064|26|395}}, {{GPS|70|067|26|364}}, {{GPS|70|077|26|406}}, {{GPS|70|083|26|413}}, {{GPS|70|086|26|416}}, {{GPS|70|107|26|431}}, {{GPS|70|110|26|433}}, {{GPS|70|124|26|437}}, {{GPS|70|128|26|435}}, {{GPS|70|136|26|363}}, {{GPS|70|161|26|368}}, {{GPS|70|175|26|443}}, {{GPS|70|175|26|444}}, {{GPS|70|186|26|471}}, {{GPS|70|219|26|477}}, {{GPS|70|220|26|481}}, {{GPS|70|238|26|365}}, {{GPS|70|238|26|512}}, {{GPS|70|244|26|508}}, {{GPS|70|265|26|508}}, {{GPS|70|291|26|524}}, {{GPS|70|309|26|368}}, {{GPS|70|312|26|526}}, {{GPS|70|337|26|539}}, {{GPS|70|347|26|541}}, {{GPS|70|377|26|300}}, {{GPS|70|379|26|533}}, {{GPS|70|394|26|279}}, {{GPS|70|395|26|281}}, {{GPS|70|399|26|539}}, {{GPS|70|417|26|532}}, {{GPS|70|418|26|518}}, {{GPS|70|447|26|516}}, {{GPS|70|491|26|345}}, {{GPS|70|500|26|528}}, {{GPS|70|501|26|381}}, {{GPS|70|501|26|382}}, {{GPS|70|502|26|344}}, {{GPS|70|503|26|381}}, {{GPS|70|512|26|381}}, {{GPS|70|514|26|343}}, {{GPS|70|526|26|375}}, {{GPS|70|534|26|451}}, {{GPS|70|536|26|337}}, {{GPS|70|537|26|466}}, {{GPS|70|541|26|370}}, {{GPS|70|548|26|541}}, {{GPS|70|564|26|340}}, {{GPS|70|584|26|343}}, {{GPS|70|591|26|507}}, {{GPS|70|595|26|345}}, {{GPS|70|605|26|379}}, {{GPS|70|614|26|380}}, {{GPS|70|618|26|379}}, {{GPS|70|656|26|385}}, {{GPS|70|671|26|337}}, {{GPS|70|697|26|354}}, {{GPS|70|710|26|394}}, {{GPS|70|639|26|389}}, {{GPS|70|640|26|392}}, {{GPS|70|649|26|390}}, {{GPS|70|552|26|404}}, {{GPS|70|543|26|412}}
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===Crates===
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[[Image:2887gc6.jpg]]
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*'''Tile Description''' - A lot of sand, with the odd bit of driftwood, some shells and stones. Washed up on the edge of the water are a number of wooden crates full of bottles. Amongst the broken glass are plenty of bottles that can be salvaged.
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*'''Findable Items''' - Increased rate of beer/rum bottles are found on these tiles.
 +
*'''Movement Cost''' - 1AP (0.5AP)
 +
*'''Locations''' - {{GPS|70|388|26|534}}
  
== Beach ==
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==Caves==
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;">Beach</div>
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*'''Findable items''' - Nothing
 +
*'''Movement Cost''' - 1AP (0.5AP)
 +
==Dunes==
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[[Image:Dunesi.png]]
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*'''Tile Description''' - The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.
 +
*'''Findable items''' - Driftwood, Beer, Crab
 +
*'''Movement Cost''' - 1AP (0.5AP)
  
There is sand here, but you cannot build a sand castle. [[Driftwood]] can be found here, and is used for making [[signpost]]s. There are also [[crab]]s here, but unlike [[parrot]]s and [[rat]]s, you cannot murder the crabs for XP.
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==Grasslands==
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)
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[[Image:Grassland.png]]
*'''Find rates (approximate) 8.8% (&plusmn;3.2%):''' piece of [[driftwood]] 5.5% (&plusmn;2.6%), [[gold coin]] 1.6% (&plusmn;1.4%), [[crab]] 1.3%, ''crab pinch 0.7%'', [[bottle of beer]] 0.3%.
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*'''Findable items''' - Poisonous snakes (with a percent chance of being bitten and the snake getting away), Yeastweed, Healing herbs
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 307 searches and finds of 17 pieces of driftwood, 5 gold coins, 4 crabs, 2 crab pinch, and 1 bottle of beer, all for players without scavenging. (Total search odds do not include those for crab pinches.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). -->
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*'''Movement Cost''' - 1AP (0.5AP)
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===Burning Grasslands===
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[[Image:Burning_grassland.gif]]
 +
*'''Tile Description''' - You appear to be caught in the middle of a wildfire.
 +
*'''Movement Cost''' - 1AP (0.5AP)
 +
*'''Special Notes''' - Movement through these tiles will harm people 10 hit points.
  
===Boatyard===
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===Burnt Grasslands===
:''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''
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[[Image:Burnt_grassland.gif]]
This description of multiple squares of beach promises large quantities of driftwood. Search odds still require calculating, but appear to share the same profile as beach with a much higher overall success rate. It is rumored that there are many other boatyards around Shartak; please post their GPS coordinates here as you find them.
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*'''Tile Description''' - This area has been decimated by wildfire
 +
*'''Movement Cost''' - 1AP (0.5AP)
 +
==Jungle==
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The Jungle is the most common terrain on Shartak.  It can come in ten different densities, which affects player movement.
 +
*'''Findable items''' - One can find almost anything in the jungle, though higher density areas will yield more items.
 +
*'''Special Squares''' - The following breaks down the description and movement costs for each Jungle density.
 +
===Burning Jungle===
 +
[[Image:Burning.png]]
 +
*'''Tile Description''' - You appear to be caught in the middle of a wildfire.
 +
*'''Movement Cost''' - Depends on Density of the Jungle that is burning
 +
*'''Special Notes''' - Movement through these tiles will harm people 10 hit points.
  
* {{GPS|70|055|26|384}},{{GPS|70|064|26|395}}, {{GPS|70|067|26|364}} (signpost), {{GPS|70|077|26|406}}, {{GPS|70|083|26|413}}, {{GPS|70|086|26|416}}, {{GPS|70|107|26|431}}, {{GPS|70|110|26|433}}, {{GPS|70|124|26|437}}, {{GPS|70|128|26|435}}, {{GPS|70|136|26|363}}, {{GPS|70|175|26|443}}, {{GPS|70|175|26|444}}, {{GPS|70|186|26|471}}, {{GPS|70|219|26|477}}, {{GPS|70|220|26|481}}, {{GPS|70|238|26|512}}, {{GPS|70|244|26|508}}, {{GPS|70|265|26|508}}, {{GPS|70|291|26|524}}, {{GPS|70|309|26|368}}, {{GPS|70|312|26|526}}, {{GPS|70|337|26|539}}, {{GPS|70|347|26|541}}, {{GPS|70|379|26|533}}, {{GPS|70|394|26|279}}, {{GPS|70|395|26|281}}, {{GPS|70|399|26|539}}, {{GPS|70|417|26|532}}, {{GPS|70|418|26|518}}, {{GPS|70|447|26|516}}, {{GPS|70|491|26|345}}, {{GPS|70|500|26|528}}, {{GPS|70|501|26|381}}, {{GPS|70|501|26|382}}, {{GPS|70|502|26|344}}, {{GPS|70|503|26|38}}, {{GPS|70|512|26|381}}, {{GPS|70|514|26|343}}, {{GPS|70|536|26|337}}, {{GPS|70|541|26|370}}, {{GPS|70|564|26|340}}, {{GPS|70|584|26|343}} (signpost), {{GPS|70|591|26|507}} (signpost), {{GPS|70|595|26|345}}, {{GPS|70|605|26|379}}, {{GPS|70|618|26|379}} (signpost), {{GPS|70|639|26|389}}, {{GPS|70|648|26|390}}, {{GPS|70|671|26|337}}, {{GPS|70|697|26|354}} {{GPS|70|710|26|394}}
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===Burnt Jungle===
*'''Approx find rates (apparently 20% or more overall):''' piece of [[driftwood]] (?), [[gold coin]] (?), [[bottle of beer]] (?), [[crab]] (?), crab bite (?)
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[[Image:Burnt_jungle.gif]]
 +
*'''Tile Description''' - This area has been decimated by wildfire
 +
*'''Movement Cost''' - 1AP (0.5AP)
 +
===Jungle Density 0===
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[[Image:Jungle_0.png]]
 +
*'''Tile Description''' - 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.
 +
*'''Movement Cost''' - 0.5AP (0.25AP)
 +
===Jungle Density 1===
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[[Image:Jungle_1.png]]
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*'''Tile Description''' - There's some ground-cover here in the form of small plants.
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*'''Movement Cost''' - 1AP (0.5AP)
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===Jungle Density 2===
 +
[[Image:J2.gif]]
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*'''Tile Description''' - There are a few small bushes here, and grass is covering the ground.
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*'''Movement Cost''' - 1AP (0.5AP)
 +
===Jungle Density 3===
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[[Image:Jungle_3.png]]
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*'''Tile Description''' - Here you can see some large bushes and some long grass but not much in the way of trees.
 +
*'''Movement Cost''' - 1AP (0.5AP)
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===Jungle Density 4===
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[[Image:Jungle_4.png]]
 +
*'''Tile Description''' - Plenty of large bushes fill the area and some tall grasses are growing in the gaps.
 +
*'''Movement Cost''' - 1AP (0.5AP)
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===Jungle Density 5===
 +
[[Image:Jungle_5.png]]
 +
*'''Tile Description''' - There are several small trees here and some light undergrowth.
 +
*'''Movement Cost''' - 1AP (0.5AP)
 +
===Jungle Density 6===
 +
[[Image:Jungle_6.png]]
 +
*'''Tile Description''' - A number of small trees here aren't that much taller than the heavy undergrowth.
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*'''Movement Cost''' - 1AP (0.5AP)
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===Jungle Density 7===
 +
[[Image:Jungle_7.png]]
 +
*'''Tile Description''' - Dense jungle with a few tall trees and plenty of vines hanging from them.
 +
*'''Movement Cost''' - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)
 +
===Jungle Density 8===
 +
[[Image:Jungle_8.png]]
 +
*'''Tile Description''' - Quite dense jungle with some tall trees and lots of bushes and vines everywhere.
 +
*'''Movement Cost''' - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)
 +
===Jungle Density 9===
 +
[[Image:J9.gif]]
 +
*'''Tile Description''' - Very dense jungle with plenty of large, tall trees and undergrowth that makes it difficult to walk.
 +
*'''Movement Cost''' - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)
 +
===Jungle Density 10===
 +
[[Image:J10.gif]]
 +
*'''Movement Cost''' - You cannot move through this jungle, and need to chop it down first.
 +
===Mountain Path===
 +
The Mountain Path behaves similarly to the Jungle terrain, though one can find shargle eggs on the mountain path.  Also, bears and goats inhabit these tiles more than any other place on Shartak.
 +
*'''Tile Description''' - Same as Jungle terrain with the same density.
 +
*'''Findable items''' - Shargle Egg plus any other item that can be found in the jungle.
 +
*'''Movement Cost''' - Depends on density
 +
==Swamp==
 +
[[Image:Swamp.gif]]
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*'''Tile Description''' - Rather wet and muddy looking swamp. It's going to be tricky working your way through, but it looks passable with care.
 +
*'''Findable items''' - Blunt Machetes, Blunt Cutlasses, Yeastweed, Heavy Swords
 +
*'''Movement Cost'''  - 3AP (2AP)
  
===Dunes===
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==Tunnel==
:''The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.''
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[[Image:Tunnel.gif]]
Dunes can be found forming on the far western coast. It is uncertain at this point if this terrain is significantly different from the beach.
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*'''Tile Description''' - A tunnel under the island.
 +
*'''Movement Cost''' - 1AP (0.5AP)
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===Fungi Farms===
 +
*'''Tile Description''' - The hard, grey walls of the tunnel drip with moisture, seepage from the world above. Pale, phosphorescent fungi have taken root in the cracks and their mushroom heads reach out like the swollen fingers of a dead man.
 +
*'''Findable Items''' - Fungi
  
== Grassland ==
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===Gold Ore===
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#e6f5b1;font-family:Verdana;">Grassland</div>
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*It is unknown whether or not there are important, but some tunnel squares show gold ore in the description.  Searching these squares finds nothing except for a broken knife.
 +
===Strange Fossils===
 +
*'''Tile Description''' - The earthen walls of the tunnel have disintegrated in place, revealing pockets of space filled with the fat, deep roots of ground vegetation. Amongst those roots are bone-white objects much too large to be human bones.
 +
*Searching these squares yields nothing except for broken knives, which are automatically discarded.
  
There is a swath of grassland cutting north-south, a few clicks west of Dalpok. Grassland can also be found by following the road north from Derby.
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==Water==
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)
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There are several different Water Tiles on Shartak.  Swimming reduces your AP cost of moving through all of these types.
:*'''Find rates (approximate) 14% (&plusmn;9.6%):''' [[poisonous snake]] 10% (&plusmn;8.3%), [[healing herbs]] 4%, ''snake bite 2%''.
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===Deep Water===
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 50 searches and finds of 5 poisonous snakes, 2 healing herbs, and 1 snake bite, all for players without scavenging. (Total search odds do not include those for snake bites.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). -->
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[[Image:Water2.gif]]
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*Water bottles filled here fill with salt water.
 +
*'''Movement Cost''' - 3AP (2AP).  There is a chance of being bitten by Sharks moving in these waters.
 +
===Lake===
 +
[[Image:Water.gif]]
 +
*A few lakes dot the landscape of Shartak, one in the grasslands of Durham, one near swamps in between Dalpok and York, twin lakes on the isle of Rakmogak, and the last one is in between the towns of Raktam and Wiksik. Water bottles filled here fill with fresh water.
 +
*'''Movement Cost''' - 2AP (1AP)
 +
===Pool===
 +
[[Image:Water.gif]]
 +
*There is one pool above ground, near the shipwreck at the base of the river.  There is also an underground pool in the middle of the vast tunnel network.  Water bottles filled here fill with fresh water. 
 +
*'''Tile Description''' - A large pool of water has formed in a depression in the ground, probably from an underground source.
 +
*'''Movement Cost''' - 2AP (1AP)
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===River===
 +
[[Image:Water.gif]]
 +
*Three Rivers flow through Shartak, one that stems from the Waterfall at the mountain, one near Derby, and another that drains out near Derby.  Water bottles filled here fill with fresh water.
 +
*'''Tile Description'''
 +
*'''Movement Cost''' - 2AP (1AP)
 +
===Shallow Water===
 +
[[Image:Water.gif]]
 +
*Water bottles filled here fill with salt water.
 +
*'''Movement Cost''' - 2AP (1AP)
 +
===Waterfall===
 +
[[Image:Water.gif]]
 +
*One single Waterfall flows down the mountain's south side.  Players can move up the waterfall to explore a hidden mountain path.  Water bottles filled here fill with fresh water.
 +
*'''Tile Description''' - Water pours down off the top of a cliff creating a huge waterfall which creates the start of a river running through the jungle.
 +
*'''Movement Cost'''  - 2AP (1AP)
 +
=Impassable Terrain=
 +
*Some Terrain is impassible by players.  It forms boundaries and borders in Shartak.
 +
==Sky/Mid-Air==
 +
[[Image:Sky.gif]]
 +
*You cannot move onto this Terrain. Sky is only visible from the Mountain path, the Crow's Nest at the [[shipwreck]], and the tower on Midway Island.
  
== Jungle ==
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==Mountain==
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#337033;font-family:Verdana;">Jungle <small>(d10)</small></div>
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[[Image:Mountain.gif]]
 +
*Some parts of the mountain are completely impassible.
 +
==Ocean==
 +
[[Image:Water3.gif]]
 +
*You cannot move through the ocean.  These form the boundary to the Shartak World.
 +
==Solid Rock==
 +
*Solid rock is the walls of the tunnels, restricting your view and movement.
  
Jungle is the dominant terrain type in Shartak. Jungle can be chopped by players with [[machete]]s or [[cutlass]]es, but it regrows slowly over time, even in squares with players or animals in them. Most [[animals]] on Shartak live in the jungle. Fruit trees and berry bushes are found in the jungle. Chopping the jungle also reveals abandoned huts and ancient ruins.
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=Sacred Space Terrain=
 +
The following terrain is unique to the [[Sacred Space]] within Mt. Shartak. This is not currently an exhaustive list of the terrain types present there (and will be added to with more types and better information later).
  
Jungle never grows past density 10, a point at which it is too thick to pass through easily. A character wielding a machete or cutlass can chop the jungle location down to density 9 (with about a 10% chance of earning 1 [[XP]]), while characters without such weapons must try to push through it with a chance of success of roughly 20%.
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=Ground Terrain=
  
{|
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==Snow==
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#338033;font-family:Verdana;">Jungle <small>(d9)</small></div>
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[[File:Snow.png]]
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#339033;font-family:Verdana;">Jungle <small>(d8)</small></div>
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*'''Tile Description''' - TBC
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33a033;font-family:Verdana;">Jungle <small>(d7)</small></div>
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*'''Findable items''' - None known
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33b033;font-family:Verdana;">Jungle <small>(d6)</small></div>
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*'''Movement Cost'''  - 1AP (0.5AP)
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33c033;font-family:Verdana;">Jungle <small>(d5)</small></div>
 
|-
 
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d033;font-family:Verdana;">Jungle <small>(d4)</small></div>
 
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d733;font-family:Verdana;">Jungle <small>(d3)</small></div>
 
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33e033;font-family:Verdana;">Jungle <small>(d2)</small></div>
 
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33f033;font-family:Verdana;">Jungle <small>(d1)</small></div>
 
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#aa8866;font-family:Verdana;">Jungle <small>(d0)</small></div>
 
|}
 
  
At density 7, the tree cover is thin enough for a [[GPS unit]] to receive a signal. At density 4, the trees in the area are cut down, removing any [[Writing|carved messages]]. At jungle density 0, all that remains is weeds; vegetation cannot be chopped any further at this point.
+
==Garden==
 +
[[File:Garden.png]]
 +
*'''Tile Description''' - TBC
 +
*'''Findable items''' - None known
 +
*'''Movement Cost'''  - 1AP (0.5AP)
  
*'''Movement cost:''' ''.5 AP'' for d0, ''1 AP'' for d1-d6, ''2 AP'' for d7-d9. (''.5 AP'' for d1-d6 with the ''[[Trekking]]'' skill. ''.5 AP'' for d7-d9 with the ''[[Trailblazing]]'' skill.)
+
==Shrubbery==
**'''Find rates (approximate) 15% (&plusmn;2.6%):''' [[mango]] 5.3% (&plusmn;1.6%), [[banana]] 2.9% (&plusmn;1.2%), [[gourd of water]] 1.9% (&plusmn;1.0%), [[blunt machete]] 1.0% (&plusmn;0.7%), [[poisonous berries]] 1.0% (&plusmn;0.7%), [[tasty berries]] 0.8% (&plusmn;0.7%), [[healing herbs]] 0.7% (&plusmn;0.6%), [[gold coin]] 0.4%, bundle of 2-8 [[poison dart]]s 0.3%, partially loaded [[rifle]] 0.3%, [[berries]] 0.3%, [[first aid kit]] 0.3%, empty [[blowpipe]] 0.1%, loaded [[blowpipe]] 0.1%, [[bullet]] 0.1%, [[poison dart]] 0.1%. ('''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search odds condensed (results)]] for more information.)
+
[[File:Shrubbery.png]]
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 736 searches and finds of 39 mangos, 21 bananas, 14 gourds of water, 7 blunt machetes, 7 bunches of poisonous berries, 6 bunches of tasty berries, 5 healing herbs, 3 gold coins, 2 bundles of poison darts (holding a total of 13 darts), 2 partially loaded rifles, 2 bunches of berries, 2 first aid kits, 1 empty blowpipe, 1 loaded blowpipe, 1 bullet, and 1 poison dart. Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). -->
+
*'''Tile Description''' - TBC
 +
*'''Findable items''' - None known
 +
*'''Movement Cost''' - 1AP (0.5AP)
  
Note: Simon is currently working on an in-game system which replaces the different shades of green with graphical representations of the various densities.
+
==Grass==
 +
[[File:Grass.png]]
 +
*'''Tile Description''' - TBC
 +
*'''Findable items''' - None known
 +
*'''Movement Cost'''  - 1AP (0.5AP)
  
== Mountain ==
+
[[Category:Locations]]
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#666666;font-family:Verdana;">Mountain</div>
 
  
An impassable mountain is located in the middle of Shartak.
+
=Temple of the Ancestors Terrain=
  
Also features impassable '''Mid-air''' and '''Solid Rock'''.
+
---
  
=== Mountain Path ===
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=Catacombs Terrain=
There is a mountain pass that starts at {{GPS|70|364|26|432}}. A second entrance to the same path is at {{GPS|70|382|26|479}}. And a third entrance to the same path is at {{GPS|70|329|26|431}}.
 
  
There are two types of mountain path found on the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down"). Either way returns you to a jungle square (going up puts you on a level jungle trail that winds around the mountain).
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*'''Movement cost:''' ''1 AP''
 
**'''Approx find rates (0%):''' broken knife (discarded) (3%)
 
 
 
=== Dark Cave ===
 
[[Cave]] spotted somewhere near Dalpok at {{GPS|70|368|26|442}} (up on the mountain path). It leads to a tunnel that leads deeper into the mountain.
 
 
 
*'''Movement cost:''' ''1 AP''
 
**'''Approx find rates (0%):''' broken knife (discarded) (3%)
 
 
 
=== Small Cave ===
 
At the southwestern base of the mountain is a small cave at {{GPS|70|333|26|425}}. It leads to a tunnel that cuts through a section of the mountain.
 
 
 
*'''Movement cost:''' ''1 AP''
 
**'''Approx find rates (0%):''' broken knife (discarded) (3%)
 
 
 
=== Tunnel ===
 
There are two types of tunnel found in the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement  ("Go Up" and "Go Down").
 
 
 
One entrance at {{GPS|70|368|26|442}} (up on mountain path). Reportedly easy for one to get lost in. It seems to contain nothing but rats and other players who are lost.
 
 
 
There is another tunnel through the mountain's southwest tip with ends at {{map|70|339|26|429}} and {{map|70|333|26|425}} and a single 45-degree turn at {{map|70|337|26|429}}.
 
 
 
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)
 
**'''Approx find rates (0%):''' broken knife (discarded) (3%)
 
 
 
== Swamp ==
 
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#887722;font-family:Verdana;">Swamp</div>
 
 
 
Follow the river south of the mountain to find an [[alligator]]-infested swamp.
 
*'''Movement cost:''' ''2 AP''
 
**'''Approx find rates (0%):''' (nothing)
 
 
 
It is important to note that searching in Swamp squares uses ''3 AP''.
 
 
 
== Water ==
 
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Water</div>
 
 
 
Water surrounds the island and can be found in various rivers and lakes on the island.
 
 
 
Water can be used to refill empty bottles and gourds. Clicking on an empty container at a River, Lake, Waterfall, or Pool produces a container of (fresh) water, which can be used to heal 2 hit points. Clicking on an empty container in sea water produces a container of salt water, which causes 2 hit points damage if consumed.
 
 
 
*'''Movement cost:''' ''2 AP'' (''1 AP'' with the ''[[Swimming]]'' skill)
 
**'''Approx find rates (0%):''' broken knife (discarded) (8%)
 
 
 
=== River ===
 
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">River</div>
 
 
 
=== Lake ===
 
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Lake</div>
 
 
 
=== Pool ===
 
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Pool</div>
 
 
 
:''A large pool of water has formed in a depression in the ground, probably from an underground source.''
 
 
 
The only known pool is four squares in size and is located at {{map|70|486|26|504}} (northwest of the mountain and between Dalpok and the shipwreck). It feeds a river which flows north to the ocean.
 
 
 
=== Waterfall ===
 
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Waterfall</div>
 
 
 
A waterfall {{GPS|70|351|26|429}} on the south side of the mountain forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.
 
 
 
== Water (deep) ==
 
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#4444af;font-family:Verdana;">Water</div>
 
 
 
Deeper water can be found further out.
 
 
 
[[Shark]]s, which cannot be seen, attack in deep water. The attacks take 2 [[HP]] and leave the player wounded. The wound takes 1 HP per action (per mouse click, not per AP) and can only be healed by a [[first aid kit]] or [[healing herbs]].
 
*'''Movement cost:''' ''3 AP'' (''2 AP'' with the ''[[Swimming]]'' skill)
 
**'''Approx find rates (0%):''' (speculative) broken knife (discarded) (8%)
 
 
 
== Ocean ==
 
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#22228f;font-family:Verdana;">Ocean</div>
 
 
 
Ocean water is impassable, and forms the outer boundary of the map.
 
 
 
[[Category:Glossary]]
 

Latest revision as of 13:48, 29 September 2019

General Information

Within the navigation map there are a number of different tiles which correspond to the different terrain types.

Terrains can be distinguished by the graphic on the tile. In addition, each map square has a terrain label. This label can either be the name of the terrain (such as Jungle appearing on Jungle tiles), or a specific location (such as Dalpok appearing on the squares that are within the Dalpok town). Some have different descriptions which can further differentiate Terrain types, such as boatyards contained on squares that are labeled beaches.

Different Terrain Types

  • Tile Description - The description on the square
  • Findable items - What items can be found on the square
  • Movement Cost - How much it costs to move on the square AP wise (the number in the parenthesis is the cost when a player has the skill Trekking (or Swimming with water tiles))
  • Special Squares - Unique types of certain terrain.

If one of these are missing it means that the category doesn't apply for that type of Terrain.

Beach

Beach Tile.png

  • Tile Description
  • Findable items - Driftwood, Crab, Beer
  • Movement Cost - 1AP (0.5AP)
  • Special Squares - Some beach squares have a unique description and have been dubbed by players as Boatyards.

Boatyards

Crates

2887gc6.jpg

  • Tile Description - A lot of sand, with the odd bit of driftwood, some shells and stones. Washed up on the edge of the water are a number of wooden crates full of bottles. Amongst the broken glass are plenty of bottles that can be salvaged.
  • Findable Items - Increased rate of beer/rum bottles are found on these tiles.
  • Movement Cost - 1AP (0.5AP)
  • Locations - [-70.388,+26.534]

Caves

  • Findable items - Nothing
  • Movement Cost - 1AP (0.5AP)

Dunes

Dunesi.png

  • Tile Description - The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.
  • Findable items - Driftwood, Beer, Crab
  • Movement Cost - 1AP (0.5AP)

Grasslands

Grassland.png

  • Findable items - Poisonous snakes (with a percent chance of being bitten and the snake getting away), Yeastweed, Healing herbs
  • Movement Cost - 1AP (0.5AP)

Burning Grasslands

Burning grassland.gif

  • Tile Description - You appear to be caught in the middle of a wildfire.
  • Movement Cost - 1AP (0.5AP)
  • Special Notes - Movement through these tiles will harm people 10 hit points.

Burnt Grasslands

Burnt grassland.gif

  • Tile Description - This area has been decimated by wildfire
  • Movement Cost - 1AP (0.5AP)

Jungle

The Jungle is the most common terrain on Shartak. It can come in ten different densities, which affects player movement.

  • Findable items - One can find almost anything in the jungle, though higher density areas will yield more items.
  • Special Squares - The following breaks down the description and movement costs for each Jungle density.

Burning Jungle

Burning.png

  • Tile Description - You appear to be caught in the middle of a wildfire.
  • Movement Cost - Depends on Density of the Jungle that is burning
  • Special Notes - Movement through these tiles will harm people 10 hit points.

Burnt Jungle

Burnt jungle.gif

  • Tile Description - This area has been decimated by wildfire
  • Movement Cost - 1AP (0.5AP)

Jungle Density 0

Jungle 0.png

  • Tile Description - 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.
  • Movement Cost - 0.5AP (0.25AP)

Jungle Density 1

Jungle 1.png

  • Tile Description - There's some ground-cover here in the form of small plants.
  • Movement Cost - 1AP (0.5AP)

Jungle Density 2

J2.gif

  • Tile Description - There are a few small bushes here, and grass is covering the ground.
  • Movement Cost - 1AP (0.5AP)

Jungle Density 3

Jungle 3.png

  • Tile Description - Here you can see some large bushes and some long grass but not much in the way of trees.
  • Movement Cost - 1AP (0.5AP)

Jungle Density 4

Jungle 4.png

  • Tile Description - Plenty of large bushes fill the area and some tall grasses are growing in the gaps.
  • Movement Cost - 1AP (0.5AP)

Jungle Density 5

Jungle 5.png

  • Tile Description - There are several small trees here and some light undergrowth.
  • Movement Cost - 1AP (0.5AP)

Jungle Density 6

Jungle 6.png

  • Tile Description - A number of small trees here aren't that much taller than the heavy undergrowth.
  • Movement Cost - 1AP (0.5AP)

Jungle Density 7

Jungle 7.png

  • Tile Description - Dense jungle with a few tall trees and plenty of vines hanging from them.
  • Movement Cost - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)

Jungle Density 8

Jungle 8.png

  • Tile Description - Quite dense jungle with some tall trees and lots of bushes and vines everywhere.
  • Movement Cost - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)

Jungle Density 9

J9.gif

  • Tile Description - Very dense jungle with plenty of large, tall trees and undergrowth that makes it difficult to walk.
  • Movement Cost - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)

Jungle Density 10

J10.gif

  • Movement Cost - You cannot move through this jungle, and need to chop it down first.

Mountain Path

The Mountain Path behaves similarly to the Jungle terrain, though one can find shargle eggs on the mountain path. Also, bears and goats inhabit these tiles more than any other place on Shartak.

  • Tile Description - Same as Jungle terrain with the same density.
  • Findable items - Shargle Egg plus any other item that can be found in the jungle.
  • Movement Cost - Depends on density

Swamp

Swamp.gif

  • Tile Description - Rather wet and muddy looking swamp. It's going to be tricky working your way through, but it looks passable with care.
  • Findable items - Blunt Machetes, Blunt Cutlasses, Yeastweed, Heavy Swords
  • Movement Cost - 3AP (2AP)

Tunnel

Tunnel.gif

  • Tile Description - A tunnel under the island.
  • Movement Cost - 1AP (0.5AP)

Fungi Farms

  • Tile Description - The hard, grey walls of the tunnel drip with moisture, seepage from the world above. Pale, phosphorescent fungi have taken root in the cracks and their mushroom heads reach out like the swollen fingers of a dead man.
  • Findable Items - Fungi

Gold Ore

  • It is unknown whether or not there are important, but some tunnel squares show gold ore in the description. Searching these squares finds nothing except for a broken knife.

Strange Fossils

  • Tile Description - The earthen walls of the tunnel have disintegrated in place, revealing pockets of space filled with the fat, deep roots of ground vegetation. Amongst those roots are bone-white objects much too large to be human bones.
  • Searching these squares yields nothing except for broken knives, which are automatically discarded.

Water

There are several different Water Tiles on Shartak. Swimming reduces your AP cost of moving through all of these types.

Deep Water

Water2.gif

  • Water bottles filled here fill with salt water.
  • Movement Cost - 3AP (2AP). There is a chance of being bitten by Sharks moving in these waters.

Lake

Water.gif

  • A few lakes dot the landscape of Shartak, one in the grasslands of Durham, one near swamps in between Dalpok and York, twin lakes on the isle of Rakmogak, and the last one is in between the towns of Raktam and Wiksik. Water bottles filled here fill with fresh water.
  • Movement Cost - 2AP (1AP)

Pool

Water.gif

  • There is one pool above ground, near the shipwreck at the base of the river. There is also an underground pool in the middle of the vast tunnel network. Water bottles filled here fill with fresh water.
  • Tile Description - A large pool of water has formed in a depression in the ground, probably from an underground source.
  • Movement Cost - 2AP (1AP)

River

Water.gif

  • Three Rivers flow through Shartak, one that stems from the Waterfall at the mountain, one near Derby, and another that drains out near Derby. Water bottles filled here fill with fresh water.
  • Tile Description
  • Movement Cost - 2AP (1AP)

Shallow Water

Water.gif

  • Water bottles filled here fill with salt water.
  • Movement Cost - 2AP (1AP)

Waterfall

Water.gif

  • One single Waterfall flows down the mountain's south side. Players can move up the waterfall to explore a hidden mountain path. Water bottles filled here fill with fresh water.
  • Tile Description - Water pours down off the top of a cliff creating a huge waterfall which creates the start of a river running through the jungle.
  • Movement Cost - 2AP (1AP)

Impassable Terrain

  • Some Terrain is impassible by players. It forms boundaries and borders in Shartak.

Sky/Mid-Air

Sky.gif

  • You cannot move onto this Terrain. Sky is only visible from the Mountain path, the Crow's Nest at the shipwreck, and the tower on Midway Island.

Mountain

Mountain.gif

  • Some parts of the mountain are completely impassible.

Ocean

Water3.gif

  • You cannot move through the ocean. These form the boundary to the Shartak World.

Solid Rock

  • Solid rock is the walls of the tunnels, restricting your view and movement.

Sacred Space Terrain

The following terrain is unique to the Sacred Space within Mt. Shartak. This is not currently an exhaustive list of the terrain types present there (and will be added to with more types and better information later).

Ground Terrain

Snow

Snow.png

  • Tile Description - TBC
  • Findable items - None known
  • Movement Cost - 1AP (0.5AP)

Garden

Garden.png

  • Tile Description - TBC
  • Findable items - None known
  • Movement Cost - 1AP (0.5AP)

Shrubbery

Shrubbery.png

  • Tile Description - TBC
  • Findable items - None known
  • Movement Cost - 1AP (0.5AP)

Grass

Grass.png

  • Tile Description - TBC
  • Findable items - None known
  • Movement Cost - 1AP (0.5AP)

Temple of the Ancestors Terrain

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Catacombs Terrain

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