Difference between revisions of "Items"

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|align="right"|$300
 
|align="right"|$300
 
|Outsider ammunition huts, Outsider camps
 
|Outsider ammunition huts, Outsider camps
|Needs ammo (rifle bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). ''('''Outsiders only'''; natives require ''[[Outsider knowledge]]'' to use.)''
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|Needs ammo (rifle bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). ''('''Outsiders only'''; natives require ''[[Outsider Knowledge]]'' to use.)''
  
 
|-valign="top"
 
|-valign="top"
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|align="right"|$300
 
|align="right"|$300
 
|Native ammunition huts, Native camps
 
|Native ammunition huts, Native camps
|Needs ammo (poison darts). Holds 1 dart at a time. Requires 2 inventory spaces (whether loaded or empty). ''('''Natives only'''; outsiders require ''[[Native knowledge]]'' to use.)''
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|Needs ammo (poison darts). Holds 1 dart at a time. Requires 2 inventory spaces (whether loaded or empty). ''('''Natives only'''; outsiders require ''[[Native Knowledge]]'' to use.)''
  
 
|}
 
|}
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|align="right"|$15
 
|align="right"|$15
 
|Outsider ammunition huts, Outsider camps''
 
|Outsider ammunition huts, Outsider camps''
|Used as ammo for rifles (which hold 2 bullets each). Found as singles or in boxes with up to 8 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. ''('''Outsiders only'''; natives require ''[[Outsider knowledge]]'' to use.)''
+
|Used as ammo for rifles (which hold 2 bullets each). Found as singles or in boxes with up to 8 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. ''('''Outsiders only'''; natives require ''[[Outsider Knowledge]]'' to use.)''
  
 
|-valign="top"
 
|-valign="top"
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|align="right"|$10
 
|align="right"|$10
 
|Native ammunition huts, Native camps''
 
|Native ammunition huts, Native camps''
|Used as ammo for blowpipes (which hold 1 dart each). Found as singles or in bundles with up to 8 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. ''('''Natives only'''; outsiders require ''[[Native knowledge]]'' to use.)''
+
|Used as ammo for blowpipes (which hold 1 dart each). Found as singles or in bundles with up to 8 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. ''('''Natives only'''; outsiders require ''[[Native Knowledge]]'' to use.)''
  
 
|}
 
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=== First Aid Kit ===
 
=== First Aid Kit ===
* '''Restores''': ''5 points'' (''10 points'' with the ''[[First aid]]'' skill)
+
* '''Restores''': ''5 points'' (''10 points'' with the ''[[First Aid]]'' skill)
 
* '''[[Trading#Trading_Hut_Prices|Trade value]]''': ''$200''
 
* '''[[Trading#Trading_Hut_Prices|Trade value]]''': ''$200''
 
* '''[[Locations]]''': ''Outsider camps''
 
* '''[[Locations]]''': ''Outsider camps''
* '''Used by''': Outsiders (Natives require the ''[[Outsider knowledge]]'' skill)
+
* '''Used by''': Outsiders (Natives require the ''[[Outsider Knowledge]]'' skill)
  
 
A first aid kit will heal all wounds caused by shark bites.  
 
A first aid kit will heal all wounds caused by shark bites.  
  
Natives without the ''[[Outsider knowledge]]'' skill recognize this item but are unable to use it.  
+
Natives without the ''[[Outsider Knowledge]]'' skill recognize this item but are unable to use it.  
  
A first aid kit costs $40 per 1 HP healed, or $20 per 1 HP with the ''[[First aid]]'' skill.
+
A first aid kit costs $40 per 1 HP healed, or $20 per 1 HP with the ''[[First Aid]]'' skill.
  
 
First aid kits are commonly referred to as ''FAK'' or shortened to just ''kits'' by the playerbase.
 
First aid kits are commonly referred to as ''FAK'' or shortened to just ''kits'' by the playerbase.
  
 
=== Healing Herbs ===
 
=== Healing Herbs ===
* '''Restores''': ''5 points'' (''10 points'' with the ''[[Natural medicine]]'' skill)
+
* '''Restores''': ''5 points'' (''10 points'' with the ''[[Natural Medicine]]'' skill)
 
* '''[[Trading#Trading_Hut_Prices|Trade value]]''': ''$200''
 
* '''[[Trading#Trading_Hut_Prices|Trade value]]''': ''$200''
 
* '''[[Locations]]''': ''Native camps'', ''Grasslands'', ''Ruins''
 
* '''[[Locations]]''': ''Native camps'', ''Grasslands'', ''Ruins''
* '''Used by''': Natives (Outsiders require the '''[[Native knowledge]]''' skill)
+
* '''Used by''': Natives (Outsiders require the ''[[Native Knowledge]]'' skill)
  
 
An application of healing herbs will heal all wounds caused by shark bites.  
 
An application of healing herbs will heal all wounds caused by shark bites.  
  
Outsiders without the ''[[Native knowledge]]'' skill see this item as ''Dried Herbs'' and are unable to use it.  
+
Outsiders without the ''[[Native Knowledge]]'' skill see this item as ''Dried Herbs'' and are unable to use it.  
  
This item costs $40 per 1 HP healed, or $20 per 1 HP with the ''[[Natural medicine]]'' skill.
+
This item costs $40 per 1 HP healed, or $20 per 1 HP with the ''[[Natural Medicine]]'' skill.
  
 
Healing herbs are commonly shortened to just ''herbs'' by the playerbase.
 
Healing herbs are commonly shortened to just ''herbs'' by the playerbase.
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The most cost-effective healing item in the game, costing just $6 per 1 HP healed.
 
The most cost-effective healing item in the game, costing just $6 per 1 HP healed.
  
Natives can use this item as effectively as Outsiders, although without the ''[[Outsider knowledge]]'' skill, they will recognize the item as a ''Bottle of Liquid''.
+
Natives can use this item as effectively as Outsiders, although without the ''[[Outsider Knowledge]]'' skill, they will recognize the item as a ''Bottle of Liquid''.
  
 
=== Bottle of Beer ===
 
=== Bottle of Beer ===
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A bottle of beer costs $20 per 1 HP healed.
 
A bottle of beer costs $20 per 1 HP healed.
  
Natives without the ''[[Outsider knowledge]]'' skill see this item as a ''Bottle of Brown Liquid'', although they are able to use it normally.
+
Natives without the ''[[Outsider Knowledge]]'' skill see this item as a ''Bottle of Brown Liquid'', although they are able to use it normally.
  
 
=== Bottle of Rum ===
 
=== Bottle of Rum ===
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Found on a berry bush (which has a tree icon).  
 
Found on a berry bush (which has a tree icon).  
  
Outsiders without the [[Native knowledge]] skill recognize this item as ''Berries''.
+
Outsiders without the ''[[Native Knowledge]]'' skill recognize this item as ''Berries''.
  
 
When purchased in the [[Trading]] Hut, tasty berries cost $20 per 1 HP healed.
 
When purchased in the [[Trading]] Hut, tasty berries cost $20 per 1 HP healed.
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Found on a berry bush (which has a tree icon).
 
Found on a berry bush (which has a tree icon).
  
Outsiders without the [[Native knowledge]] skill recognize this item as ''Berries''.
+
Outsiders without the ''[[Native Knowledge]]'' skill recognize this item as ''Berries''.
  
 
'''Note:''' Poisonous berries also yield 2 XP when eaten. Since characters earn XP again when healing the damage, repeated poisoning and healing is a viable method of gaining [[XP]] for non-combat characters.
 
'''Note:''' Poisonous berries also yield 2 XP when eaten. Since characters earn XP again when healing the damage, repeated poisoning and healing is a viable method of gaining [[XP]] for non-combat characters.
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* '''[[Trading#Trading_Hut_Prices|Trade value]]''': ''$250''
 
* '''[[Trading#Trading_Hut_Prices|Trade value]]''': ''$250''
 
* '''[[Locations]]''': ''Outsider camps, Outsider medical huts''
 
* '''[[Locations]]''': ''Outsider camps, Outsider medical huts''
* '''Used by''': Outsiders (Natives require the ''[[Outsider knowledge]]'' skill)
+
* '''Used by''': Outsiders (Natives require the ''[[Outsider Knowledge]]'' skill)
  
 
Gives the coordinate location of your character when a signal is available in a non-dense, non-enclosed area.
 
Gives the coordinate location of your character when a signal is available in a non-dense, non-enclosed area.

Revision as of 01:02, 28 May 2006

Various items are scattered on the island. All items can be found by searching in the appropriate place; some tend to be found more in huts and villages, while others are more likely to be found in the jungle. All items can be traded to traders for what they have in stock.

You can carry 71 items in your inventory. Each rifle and blowpipe takes 2 inventory spaces, while gold coins don't take up any inventory space. All other items take 1 space.

Clicking on an item in your inventory uses 1 AP. Generally, this attempts to use the item (such as a sharpening stone); otherwise, you get a message like: "Upon closer inspection, the knife appears to be a weapon." (1 AP is used in either case.)

For more information, see Talk:Items.

Melee weapons

The default weapon, the punch, deals 1 point of base damage at 10% base accuracy.

There is an unknown chance of a weapon dealing additional damage during combat. "Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal. You attack the target for 5 damage." There is also an unknown chance of a weapon breaking during combat, which causes you to lose that weapon. "Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard." See Special weapon event odds for more information.


Melee Weapons
Name Base damage Base accuracy Trade value Locations Notes
Knife 1 20% $80 Camps Required for writing messages on trees or huts.
Dagger 1 20% $80 Ruins Required for writing messages on trees or huts.
Machete 2 20% $100 Jungle Breakable. Required for chopping through the jungle. Can become a blunt machete when you chop vegetation; see Special weapon event odds.
Blunt machete 1 20% $70 Camps, Jungle Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a machete.
Cutlass 2 20% $120 Ship Breakable. Required for chopping through the jungle. Can become a blunt cutlass when you chop vegetation; see Special weapon event odds.
Blunt cutlass 1 20% $80 Ship Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a cutlass.
Heavy sword 4 20% $5000 Jungle (?) Extremely rare; only one confirmed example.


Ranged weapons and ammunition

Ranged Weapons
Name Base damage Base accuracy Trade value Locations Notes
Rifle 5 20% $300 Outsider ammunition huts, Outsider camps Needs ammo (rifle bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). (Outsiders only; natives require Outsider Knowledge to use.)
Blowpipe 4 20% $300 Native ammunition huts, Native camps Needs ammo (poison darts). Holds 1 dart at a time. Requires 2 inventory spaces (whether loaded or empty). (Natives only; outsiders require Native Knowledge to use.)


Ammunition
Name Trade value Locations Notes
Rifle bullet $15 Outsider ammunition huts, Outsider camps Used as ammo for rifles (which hold 2 bullets each). Found as singles or in boxes with up to 8 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. (Outsiders only; natives require Outsider Knowledge to use.)
Poison dart $10 Native ammunition huts, Native camps Used as ammo for blowpipes (which hold 1 dart each). Found as singles or in bundles with up to 8 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. (Natives only; outsiders require Native Knowledge to use.)


Healing

Consumable

Using a restorative item takes 1 AP and consumes the item (removing it from your inventory).

Application

Fruits and drinks can only be used on yourself. The First Aid Kit and Healing Herbs are unique in that they can also be used to heal animals and other characters (including NPC traders and shamans).


First Aid Kit

A first aid kit will heal all wounds caused by shark bites.

Natives without the Outsider Knowledge skill recognize this item but are unable to use it.

A first aid kit costs $40 per 1 HP healed, or $20 per 1 HP with the First Aid skill.

First aid kits are commonly referred to as FAK or shortened to just kits by the playerbase.

Healing Herbs

An application of healing herbs will heal all wounds caused by shark bites.

Outsiders without the Native Knowledge skill see this item as Dried Herbs and are unable to use it.

This item costs $40 per 1 HP healed, or $20 per 1 HP with the Natural Medicine skill.

Healing herbs are commonly shortened to just herbs by the playerbase.

Bottle of Water

The most cost-effective healing item in the game, costing just $6 per 1 HP healed.

Natives can use this item as effectively as Outsiders, although without the Outsider Knowledge skill, they will recognize the item as a Bottle of Liquid.

Bottle of Beer

A bottle of beer costs $20 per 1 HP healed.

Natives without the Outsider Knowledge skill see this item as a Bottle of Brown Liquid, although they are able to use it normally.

Bottle of Rum

A bottle of rum costs $20 per 1 HP healed.

Presumably, natives without the Outsider Knowledge skill see this item as a Bottle of Brown Liquid, although they are able to use it normally.

Tasty Berries

Found on a berry bush (which has a tree icon).

Outsiders without the Native Knowledge skill recognize this item as Berries.

When purchased in the Trading Hut, tasty berries cost $20 per 1 HP healed.

Banana

Found hanging on trees and lying loose around the jungle.

Bananas are overpriced in the Trading Hut, costing $40 per 1 HP healed.

Mango

Found hanging on trees and lying loose around the jungle.

Mangos are overpriced in the Trading Hut, costing $40 per 1 HP healed.

Gourd of Water

Found lying loose around the jungle.

When purchased in the Trading Hut, a gourd of water costs $30 per 1 HP healed.

Poisonous Berries

Found on a berry bush (which has a tree icon).

Outsiders without the Native Knowledge skill recognize this item as Berries.

Note: Poisonous berries also yield 2 XP when eaten. Since characters earn XP again when healing the damage, repeated poisoning and healing is a viable method of gaining XP for non-combat characters.

Miscellaneous Items

GPS Unit

Gives the coordinate location of your character when a signal is available in a non-dense, non-enclosed area.

Coordinates are in the form [-70.366, 26.443], where the first number is the X coordinate (longitude) and the second is the Y coordinate (latitude). Moving a single square represents a change in coordinate in that direction of 0.001.

GPS units can be found lying on the ground in an outsider village, but they are most prevalent in the Outsider Medical Huts (about 1 GPS per 50 AP searching). GPS units have also been up for trade in all three outsider Trading Huts, although they are high demand items for new characters.

Gold Coin

Being the currency of the island, gold coins are the only items to require no inventory space, and up to ten can be given to any player in the same location via the "Give" button. Clicking on a gold coin in one's inventory flips it and gives "heads" or "tails" as a result.

Gem

Worth ten times as much as a gold coin when trading. Unlike gold, gems require inventory space.

Piece of Driftwood

A signpost can be constructed out of two pieces of driftwood.

Sharpening Stone

Used to sharpen blunt machetes and blunt cutlasses. Click on your sharpening stone (not on a blunt weapon) to sharpen a weapon.

Poisonous Snake

Useless to everyone but traders, to whom they are only almost useless.

Crab

Useless but somewhat valuable nonetheless.