Difference between revisions of "Items"

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|Inflicts 2 HP damage on self, but gives 2 XP.  Permits brewing of alcoholic beverages (with ''brewing'' skill).  (Speculative)
 
|Inflicts 2 HP damage on self, but gives 2 XP.  Permits brewing of alcoholic beverages (with ''brewing'' skill).  (Speculative)
  

Revision as of 17:46, 13 December 2009

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 Can't write. Can be sharpened.
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. Cannot chop vegetation or become blunt.
Wooden club 2 25% $100 (?) 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
Apple 1 HP ? ? apple tree
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 $70 ($35 per 1 HP damage) certain tunnel squares Inflicts 2 HP damage on self, but gives 2 XP.
Yeastweed -2 HP $? ($? per 1 HP damage) swamp, jungle Inflicts 2 HP damage on self, but gives 2 XP. Permits brewing of alcoholic beverages (with brewing skill). (Speculative)
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 apple juice 4 HP ? ? Juice 5 apples 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 ? (? per 1 HP damage) Juice 3 fungi into an empty bottle Damages for 4 HP, gives 4 XP and 6 AP, and leaves an empty bottle. After consumption and a delay of 5 actions, next 6 actions will cost an additional 1AP. This additional AP cost is delayed for a further 5 actions with each additional bottle of fungi juice consumed.
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 apple juice 4 HP ? ? Juice 5 apples 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 ? (? per 1 HP damage) Juice 3 fungi into an empty gourd Damages for 4 HP, gives 4 XP and 6 AP, and leaves an empty gourd. After consumption and a delay of 5 actions, next 6 actions will cost an additional 1AP. This additional AP cost is delayed for a further 5 actions with each additional gourd of fungi juice consumed.
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

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

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

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

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

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

Piece of deadwood

The same as a piece of driftwood, except found in the jungle. A signpost can be built out of two pieces of deadwood.

Sharpening stone

Clicking on it will sharpen either a blunt machete, blunt cutlass, blunt knife, or blunt dagger from your inventory.

Shovel

Breakable. Allows digging (for those without the digging skill) or digging of deeper holes (for those with the digging skill). May also be used as a weak melee weapon.

Backpack

Adds 30 spaces to inventory. Does not stack.

Jolly/ghastly jack o'lantern

Made by carving a pumpkin. It can be used to scare away ghosts. After a successful exorcism, a jack o'lantern may break.

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!").


Currency

Gem

Ten times more valuable than gold at normal prices. Unlike gold, gems require inventory space.

Gold coin

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. What is even more unfortunate is that most of the charms' pervasive effects cannot be scientifically tested.

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 ? Restocks at the pirate trader No effect, only for adornment ?
Wild Boar Tusk Necklace ? Restocks at any native trader No effect, only for adornment ?
Bat Wing Earrings ? Restocks at any native trader No effect, only for adornment ?

Creatures

When searching in certain areas, players may catch animals. These have no practical function, but may be exchanged at the trading hut.

Crab

Poisonous snake

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.

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 costs 10 AP and gives 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. If the owner is killed, the conch will drop on the ground and anyone can then pick it up for 1 AP. 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.

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.