Items
Various items are scattered on the island and can be carried in a player's inventory. All items can be found by searching in the appropriate places; 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.
Most items are used for cost of 1 AP by clicking on them in the inventory. Clicking on items which are only useful in battle or trade will give you a short description of the item, at no cost of AP.
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 a very low 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 a very low 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." The odds that a weapon will break on a given swing appear to be about 0.1%, and the odds of dealing extra damage look to be the same; see Special weapon event odds for more information.
Melee Weapons | |||||
---|---|---|---|---|---|
Name | Base damage | Base accuracy | Normal trade value | Locations | Notes |
Knife | 1 | 30% | $80 | Camps | Required for writing messages on trees or huts. |
Blunt knife | 1 | 30% | $80 | Camps | Can't write. Can be sharpened. |
Dagger | 1 | 30% | $80 | Ruins | Required for writing messages on trees or huts. |
Blunt dagger | 1 | 30% | $?? | Ship Armory | Required for ? (same as dagger?) |
Shovel | 1 | 20% | ? | All traders | Enables better digging. |
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, swamp | 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 (?) | Swamp | Rare item. Breakable; unknown if it can become blunt. |
Wooden club | 2 | 25% | $? | Rakmogak | Cannot chop vegetation or score a glancing blow. |
Ranged weapons and ammunition
Unlike melee weapons, ranged weapons rely on ammunition. If a ranged weapon is not loaded, the character will not be able to attack with it. Reloading is accomplished for 1 AP by clicking on name of the ammunition associated with weapon in the inventory list.
Ranged Weapons | |||||
---|---|---|---|---|---|
Name | Base damage | Base accuracy | Normal 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 (up to 8 with poison effect) | 20% | $300 | Native ammunition huts, Native camps | Needs ammo (poison darts). Darts are not loaded into the blowpipe, like the rifle, but poison darts are taken directly from their stack. Uses 2 inventory spaces. (Natives only; outsiders require native knowledge to use.). Requires 1.5 AP to fire, but advanced Warriors can reduce this to 1 AP. Initially inflicts 4 HP of damage for 4 XP. Animals take a further 2 HP of damage immediately from poison, while human targets incur 1 HP of damage on each of their next four actions. No XP is gained from poison damage.
A special skill allows natives to fire the blowpipe without the need for reloading. |
Ammunition | |||
---|---|---|---|
Name | Normal 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 9 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. Found as singles or in bundles with up to 9 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. (Natives only; outsiders require native knowledge to use.) |
Consumables
Using a consumable item takes 1 AP and removes the item from your inventory. XP is also gained equal to the HP restored or removed by the item.
Fruits and drinks may only be used on yourself. First aid kits and healing herbs may also be used to heal animals and other characters (including NPC traders and shamans). Attempting to use one on someone with full health uses no AP and does not waste the item; instead, you will see that "Player is already at full health."
Consumables | |||||
---|---|---|---|---|---|
Name | Restores | Normal trade value | Price per 1HP healed | Locations | Notes |
Banana | 1 HP | $40 | $40 | banana tree, loose in jungle | |
Mango | 1 HP | $40 | $40 | mango tree, jungle | |
Bunch of tasty berries | 2 HP | $40 | $20 | berry bush, jungle | Outsiders without native knowledge recognize them as 'berries' and may use them normally, but cannot identify them from poisonous berries. |
Bunch of poisonous berries | -2 HP | $20 | ($10 per 1 HP damage) | berry bush | Inflicts 2 HP damage on self, but gives 2 XP. Outsiders without native knowledge recognize them as 'berries' and may use them normally, but cannot identify them from tasty berries. |
Fungi | -2 HP | ? | ? | certain tunnel squares | Inflicts 2 HP damage on self, but gives 2 XP. |
Bottle of beer | 2 HP | $40 | $20 | outsider camps, beach | Drinking it gives an empty bottle. Natives without outsider knowledge see it as 'brown liquid', but may drink it normally. |
Bottle of rum | 2 HP | $40 | $20 | shipwreck | Drinking it gives an empty bottle. Natives without outsider knowledge see it as 'brown liquid', but may drink it normally. |
Bottle of water | 2 HP | $30 | $15 | outsider camps, shipwreck, use empty bottle in fresh water (river, lake) | Drinking it gives an empty bottle. Natives without outsider knowledge see it as 'liquid', but may drink it normally. |
Bottle of salt water | -2 HP | $20 | ($10 per 1 HP damage) | use empty bottle in salt water (beach, ocean) | Damages for 2 HP, gives 2 XP, and leaves an empty bottle. Natives without outsider knowledge see it as 'liquid', but may drink it normally. |
Bottle of banana juice | 4 HP | ? | ? | Juice 4 bananas into an empty bottle | Heals for 4 HP, gives 4 XP, and leaves an empty bottle. |
Bottle of mango juice | 4 HP | ? | ? | Juice 4 mangos into an empty bottle | Heals for 4 HP, gives 4 XP, and leaves an empty bottle. |
Bottle of tasty berry juice | 8 HP | ? | ? | Juice 4 bunches of tasty berries into an empty bottle | Heals for 8 HP, gives 8 XP, and leaves an empty bottle. Outsiders without native knowledge recognize it as 'bottle of berry juice' and may drink it normally, but cannot identify it from poisonous berry juice. |
Bottle of poisonous berry juice | -8 HP | ? | (? per 1 HP damage) | Juice 4 bunches of poisonous berries into an empty bottle | Damages for 8 HP, gives 8 XP, and leaves an empty bottle. Outsiders without native knowledge recognize it as 'bottle of berry juice' and may drink it normally, but cannot identify it from tasty berry juice. |
Bottle of fungi juice | -4 HP | ? | ? | Juice 3 fungi into an empty bottle | Damages for 4 HP, gives 4 XP and 6 AP, and leaves an empty bottle. After consuption and a delay of 5 actions, next 6 actions will cost double. |
Bottle of pumpkin juice | 6 HP | ? | ? | Juice 2 pumpkins into an empty bottle | Heals for 6 HP, gives 6 XP, and leaves an empty bottle. |
Gourd of water | 2 HP | $30 | $15 | loose in jungle, use empty gourd in fresh water (river, lake) | Drinking it gives an empty gourd. |
Gourd of salt water | -2 HP | $20 | ($10 per 1 HP damage) | use empty gourd in in salt water (beach, ocean) | Damages for 2 HP, gives 2 XP, and leaves an empty gourd. Outsiders without native knowledge see it as a 'gourd of water' and may drink it normally, but can't tell it from ordinary water. |
Gourd of banana juice | 4 HP | ? | ? | Juice 4 bananas into an empty gourd | Heals for 4 HP, gives 4 XP, and leaves an empty gourd. |
Gourd of mango juice | 4 HP | ? | ? | Juice 4 mangos into an empty gourd | Heals for 4 HP, gives 4 XP, and leaves an empty gourd. |
Gourd of tasty berry juice | 8 HP | ? | ? | Juice 4 bunches of tasty berries into an empty gourd | Heals for 8 HP, gives 8 XP, and leaves an empty gourd. Outsiders without native knowledge recognize it as 'gourd of berry juice' and may drink it normally, but cannot identify it from poisonous berry juice. |
Gourd of poisonous berry juice | -8 HP | ? | (? per 1 HP damage) | Juice 4 bunches of poisonous berries into an empty gourd | Damages for 8 HP, gives 8 XP, and leaves an empty gourd. Outsiders without native knowledge recognize it as 'gourd of berry juice' and may drink it normally, but cannot identify it from tasty berry juice. |
Gourd of fungi juice | -4 HP | ? | ? | Juice 3 fungi into an empty gourd | Damages for 4 HP, gives 4 XP and 6 AP, and leaves an empty gourd. After consuption and a delay of 5 actions, next 6 actions will cost double. |
Gourd of pumpkin juice | 6 HP | ? | ? | Juice 2 pumpkins into an empty gourd | Heals for 6 HP , gives 6 XP , and leaves an empty gourd. |
First aid kit | 5/10 HP | $200 | $40/$20 | outsider medical huts, shipwreck, jungle | Heals 5 HP unskilled, or 10 HP with First Aid skill. Heals shark bite wounds. Natives without outsider knowledge recognize this item but are unable to use it. "FAK" and "kit" are common abbreviations. |
Healing herb | 5/10 HP | $200 | $40/$20 | outsider medical huts, shipwreck | Heals 5 HP unskilled, or 10 HP with Natural Medicine skill. Heals shark bite wounds. Outsiders without native knowledge see this item as a "dried herb" and are unable to use it. |
Empty bottle
- Normal value: $25
- Locations: camps, resource huts, jungle
Remains in your inventory after drinking a bottle of beer, rum or water.
They may be filled at certain locations, including:
- Water in inland rivers (gives bottle of water)
- Water at beach (gives a bottle of salt water)
Empty gourd
- Normal value: $25 (?)
- Locations: camps, resource huts, jungle
Drinking a gourd of water or juice leaves an empty gourd in your inventory. Functionally, it is identical to an empty bottle, except that the two count as separate items in the trading hut.
Pumpkin
- Normal value: ?
- Locations: jungle (during Halloween or a few days before)
Pumpkins can be carved into ghastly or jolly jack o'lanterns, the type being decided apparently at random. Two pumpkins can be juiced into an empty bottle or gourd.
Useful equipment
GPS unit
- Normal value: $250
- Locations: outsider camps, outsider resource huts
- Usable by: outsiders; natives with outsider knowledge
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.
[-70.366,+26.443] is considered the same as 26.443N 70.366W (check out the location with Google Maps)
On 2007-11-30, GPS units were changed to hold a battery charge. Units found by searching carry a random charge. Units bought from a trader are always full at 100% charge if they were switched off when bought and 99% if they were switched on. Switching on a unit consumes 2% of the charge, presumably expending energy to acquire the satellite signal; switching off does not consume any charge. Units lose 1% of their charge every 12 hours when on, therefore it is advantageous to switch them off only for periods of 24 hours or more. It is not possible to charge a unit, but units with 0% charge can be sold to a trader.
Piece of driftwood
- Normal value: $70
- Locations: beach, dunes, boatyard
A signpost can be built out of two pieces of driftwood.
Sharpening stone
- Normal value: $50
- Locations: all camps
Clicking on it will sharpen either a blunt machete, blunt cutlass, blunt knife, or blunt dagger from your inventory.
Shovel
- Normal value: ?
- Locations: all camps
Allows digging (for those without the digging skill) or digging of deeper holes (for those with the digging skill).
Backpack
- Normal value: $1200
- Locations: all camps
Adds 30 spaces to inventory. Does not stack.
Jolly/ghastly jack o'lantern
- Normal value: $?
Made by carving a pumpkin. It can be used to scare away ghosts. Single use only.
Easter Egg
Found around Easter each year. Clicking on them will cause them to crack. In 3 recorded cases, 2 eggs were found empty (giving the message "You crack open the egg but are disappointed as there's nothing inside.") and one egg contained a gold coin ("You crack open the egg and find a gold coin inside. Congratulations!").
- Normal value: $?
- Locations: jungle
Currency
Gem
- Normal value: $1000
- Locations: ruins, hold (shipwreck)
Ten times more valuable than gold at normal prices. Unlike gold, gems require inventory space.
Gold coin
- Normal value: $100
- Locations: camps, jungle, beach
Being the currency of the island, gold coins are the only items to require no inventory space, and up to 100 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: "You toss a gold coin into the air and catch it. It shows heads."
Charms and Amulets
Charms are automatically listed in your character profile, and may or may not give an advantage to gameplay. Examining one gives the message: "The [item] doesn't appear to actually do anything. Maybe just carrying it is sufficient if you believe in its power." There are rumors that charms have both a positive and a negative effect, but they have not been verified.
Charms and Amulets | ||||
---|---|---|---|---|
Name | Normal trade value | Locations | Positive Effect | Negative Effect |
Rabbit foot charm | ? | jungle | ? | ? |
Parrot feather charm | ? | jungle | Animals are less likely to attack you | You have less chance to find anything while searching |
Silver skull cross | ? | jungle | Reduces chance of getting possessed | ? |
Monkey claw charm | ? | jungle | Greater chance of finding fruit in trees/bushes | ? |
Tiger tooth amulet | $50 | Temple Ruins south of shipwreck | Increases chance of critical hits | Increases chance of weapon breaking |
Gold Hoop Earrings | ? | ? | ? | ? |
Wild Boar Tusk Necklace | ? | ? | ? | ? |
Bat Wing Earings | ? | ? | ? | ? |
Creatures
When searching in certain areas, players may catch animals. These have no practical function, but may be exchanged at the trading hut.
Crab
- Normal value: $50
- Locations: beach
Poisonous snake
- Normal value: $5
- Locations: grasslands
Egg
Once found, an egg will hatch a shargle after approximately one week. Burying the egg can prevent hatching; the one-week period continues after the egg is unburied. The eggs are quite hard to hold - playing with them a couple of times will eventually lead to a drop of the egg, which then disappears from the inventory.
- Normal value: $?
- Locations: mountain path
Conch shell
The conch shell is a special item in Shartak. There is only one on the island making it a prized possession, one for which many players will not hesitate to kill in order to get it. The conch also has special properties. Blowing it will give the user a variable amount of XP, which is believed to depend on the number of people nearby. However, the sound will travel several squares alerting every user in the vicinity. The conch appears in the 5x5 map, so it is immediately obvious who the holder of the conch is, if you get close enough to him/her. Killing the character holding the conch transfers possession of the conch to the killer. The conch can be sold to a trader for a significant amount of gold coins, but cannot be bought. Once sold it will appear randomly on a beach square.
- Normal value: $10,000
- Locations: beach
- Last known holder: personn15
Broken knife (discarded)
Searching in certain locations, such as water or swamp, gives the message, "You find a broken knife, which you discard. It seems there is nothing to be found here." Receiving this message indicates that no items can be found in this particular location at all.