Difference between revisions of "Character classes"

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=Character Class Overview=
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There are nine '''character classes''' in Shartak, and for each character the player must choose one when they begin playing. Each class is capable of having a similar game experience, but there are some differences in mechanics and abilities which lead to unique playing styles.
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They are ten character classes in total, five classes for the natives, and five classes for the outsiders.  Natives can choose to be a warrior, scout, shaman, villager or cannibal.  Outsiders can choose to be a soldier, explorer, scientist, settler, or pirate. Each class has it's own advantages and disadvantages and their own special skills.
  
The classes have different [[HP|hit points (HP)]] limits, [[Items|starting inventories]], and [[Skills|skill]] opportunities. Characters in all classes begin the game with 175 [[AP|action points (AP)]] and regenerate one action point every 20 minutes. Scouts and explorers regenerate AP until they have 80, while 75 is the AP regeneration limit for all other characters.
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===Native Classes===
  
== Native classes ==
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Details on Native Classes can be found following these links.
Natives are the original inhabitants of Shartak. They dwell in three villages deep in the jungle: [[Dalpok]], [[Raktam]], and [[Wiksik]]. All natives can understand one another and use items such as [[blowpipe]]s and [[healing herbs]] by default.
 
  
=== Scout ===
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*[[Native Classes#Warrior|Warrior]]
:''Tracking the outsiders all the way home'' / New ''I'm tracking those outsiders all the way to their camp.''
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*[[Native Classes#Scout|Scout]]
*50 HP
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*[[Native Classes#Villager|Villager]]
*80 AP (maximum)
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*[[Native Classes#Shaman|Shaman]]
*Starts in a native [[camp]]
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*[[Native Classes#Cannibal|Cannibal]]
*Can learn ''[[trailblazing]]''
 
  
Starting inventory:
 
*Machete
 
*Four healing herbs
 
*Gourd of water
 
*Bunch of tasty berries
 
  
=== Warrior ===
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===Outsider Classes===
:''I just want to fight those outsiders'' / New ''I'll poison those darn outsiders with my blowpipe and darts.''
 
*60 HP
 
*75 AP (maximum)
 
*Starts in a native [[camp]]
 
*Can learn ''[[blowpipe training]]'' and ''[[advanced blowpipe training]]''
 
  
Starting inventory:
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Details on Outsider Classes can be found following these links.
*Machete
 
*Four healing herbs
 
*Blowpipe
 
*Four poison darts
 
  
=== Villager ===
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*[[Outsider Classes#Soldier|Soldier]]
:''Just your average native'' / New ''I know how to handle animals and can find things that others can't.''
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*[[Outsider Classes#Explorer|Explorer]]
*55 HP
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*[[Outsider Classes#Settler|Settler]]
*75 AP (maximum)
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*[[Outsider Classes#Scientist|Scientist]]
*Starts in a native [[camp]]  
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*[[Outsider Classes#Pirate|Pirate]]
*Can learn ''[[animal affinity]]'', ''[[scavenging]]'' and ''[[seance]]''
 
  
Starting inventory:
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==Other important details==
*Machete
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===Village Choice===
*Five healing herbs
 
*Banana
 
*Mango
 
  
=== Shaman ===
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Almost as important as choosing what type of class you are going to be is what town you want to start from.
:''One day, you too can bring spirits back'' / New ''Spirits don't bother me any more, I'll exorcise them!''
 
*50 HP
 
*75 AP (maximum)
 
*Starts in a native [[camp]]
 
*Can learn ''[[seance]]'' and ''[[exorcism]]'' and ''[[Spirit Summoning]]'' and ''[[Malevolence]]''.
 
  
Starting inventory:
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The Native Warrior, Scout, Villager, and Shaman can start from one of three villages, [[Dalpok]], [[Raktam]], or [[Wiksik]].  If you choose to be a cannibal, you '''must''' start in the village of [[Rakmogak]].
*Machete
 
*Dagger
 
*Parrot feather charm
 
*Four healing herbs
 
  
== Outsider classes ==
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The Outsider Soldier, Explorer, Settler or Scientist can start from one of three towns, [[Derby]], [[Durham]], or [[York]]. If you choose to be a pirate, you '''must''' start at the [[shipwreck]].
Outsiders are newcomers to Shartak. They have established coastal settlements at [[Derby]], [[Durham]], and [[York]]. A group of pirates have also begun to roam the island, using their [[shipwreck]] as their camp. All outsiders can understand one another and use items such as [[rifle]]s, [[GPS unit]]s and [[first aid kit]]s by default.
 
  
=== Explorer ===
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===Class Guides===
:''Was it left at that tree or right?'' / New ''Blazing trails across the island, that's me!''
 
*50 HP
 
*80 AP (maximum)
 
*Starts in an outsider [[camp]]
 
*Can learn ''[[trailblazing]]''
 
  
Starting inventory:
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Class Guides are important for quick leveling up of new characters, while showing players the most valuable of skills for the type of character they wish to play.
*Machete
 
*Four first aid kits
 
*GPS unit
 
*Bottle of water
 
  
=== Soldier ===
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Here's the current Class Guides the wiki offers.
:''Weapons are my area of expertise'' / New ''Firearms are my area of expertise so watch out.''
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*[[A Pirate's Life]]
*60 HP
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*[[The Native Path]]
*75 AP (maximum)
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*[[Outsider Ingenuity]]
*Starts in an outsider [[camp]]  
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*[[The_Art_Of_Necromancy_On_Shartak_Island|The Necromancer's Art]]
*Can learn ''[[firearms training]]'' and ''[[advanced firearms training]]''
 
  
Starting inventory:
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===Clans===
*Machete
 
*Partially-loaded rifle
 
*Three bullets
 
*Four first aid kits
 
  
=== Settler ===
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Another aspect of character creation is clans.  You can choose to belong to a clan straightaway, and build your character to suit that clans needs.  The other option is be clanless for awhile, then choose later one based on RP reasons, or simply wishing to be part of a clan.  You can drop a clan at anytime, and join one as well. More detail can be found on the [[clan]] wiki page.
:''Just your average outsider'' / New ''I'm good at handling animals and scavenging supplies.''
 
*55 HP
 
*75 AP (maximum)
 
*Starts in an outsider [[camp]]  
 
*Can learn ''[[animal affinity]]'', ''[[scavenging]]'' and ''[[seance]]''
 
  
Starting inventory:
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[[Category:Class Guides]]
*Machete
 
*Bottle of beer
 
*Piece of driftwood
 
*Five first aid kits
 
 
 
=== Scientist ===
 
:''Don't try to get technical with me'' / New ''I'm good at healing in an emergency, and know when others are wounded.''
 
*50 HP
 
*75 AP (maximum)
 
*Starts in an outsider [[camp]]
 
*Can learn ''[[advanced triage]]'' and ''[[emergency first aid]]''.
 
 
 
Starting inventory:
 
*Machete
 
*Four first aid kits
 
*Two pieces of driftwood
 
 
 
=== Pirate ===
 
:''Me ship hit rocks an' now I be stranded on th' isle, arrr.''
 
*65 HP
 
*75 AP (maximum)
 
*Starts at the [[shipwreck]]
 
 
 
Starting inventory:
 
*Cutlass
 
*Two first aid kits
 
*Gem
 
*Two bottles of rum
 
*Silver skull cross
 
 
 
[[Category:Glossary]]
 

Latest revision as of 13:22, 29 April 2010

Character Class Overview

They are ten character classes in total, five classes for the natives, and five classes for the outsiders. Natives can choose to be a warrior, scout, shaman, villager or cannibal. Outsiders can choose to be a soldier, explorer, scientist, settler, or pirate. Each class has it's own advantages and disadvantages and their own special skills.

Native Classes

Details on Native Classes can be found following these links.


Outsider Classes

Details on Outsider Classes can be found following these links.

Other important details

Village Choice

Almost as important as choosing what type of class you are going to be is what town you want to start from.

The Native Warrior, Scout, Villager, and Shaman can start from one of three villages, Dalpok, Raktam, or Wiksik. If you choose to be a cannibal, you must start in the village of Rakmogak.

The Outsider Soldier, Explorer, Settler or Scientist can start from one of three towns, Derby, Durham, or York. If you choose to be a pirate, you must start at the shipwreck.

Class Guides

Class Guides are important for quick leveling up of new characters, while showing players the most valuable of skills for the type of character they wish to play.

Here's the current Class Guides the wiki offers.

Clans

Another aspect of character creation is clans. You can choose to belong to a clan straightaway, and build your character to suit that clans needs. The other option is be clanless for awhile, then choose later one based on RP reasons, or simply wishing to be part of a clan. You can drop a clan at anytime, and join one as well. More detail can be found on the clan wiki page.