Items

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Revision as of 23:31, 13 June 2006 by Lint (talk | contribs) (→‎Consumable: updated bottle of water and gourd of water)
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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 Normal 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 a few are rumored to exist.


Ranged weapons and ammunition

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 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 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 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.)


Consumable

Using a consumable item takes 1 AP and consumes the item (removing it from your inventory). All fruits and drinks you have are only usable on yourself. First aid kits and healing herbs are unique in that they can also be used to heal animals and other characters (including NPC traders and shamans).

Banana

Found hanging on trees and lying loose around the jungle.

Bananas are overpriced in trading huts, costing $40 per 1 HP healed at normal prices.

Bottle of beer

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

Natives without Outsider Knowledge see this item as a "bottle of brown liquid" and can use it normally.

Bottle of rum

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

Natives without Outsider Knowledge see this item as a "bottle of brown liquid" and can use it normally.

Bottle of water

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

Natives without Outsider Knowledge see this item as a "bottle of liquid" and can use it normally.

Bunch of poisonous berries

Poisonous berries can be found on berry bushes (which have tree icons on the map).

Outsiders without Native Knowledge recognize this item as "a bunch of berries" and can use it normally. (However, such outsiders also see tasty berries as "a bunch of berries" and thus can't tell whether a given bunch is tasty or poisonous until they eat it.)

Note: Poisonous berries 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.

Bunch of tasty berries

Tasty berries can be found on berry bushes (which have tree icons on the map).

Outsiders without Native Knowledge see this item as "a bunch of berries" and can use it normally but cannot distinguish it from a bunch of poisonous berries.

When purchased at normal prices at a trading hut, tasty berries cost $20 per 1 HP healed.

First aid kit

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

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

A first aid kit costs $40 per 1 HP healed at normal prices, or $20 per 1 HP with First Aid.

"FAK" and "kit" are common abbreviations.

Gourd of water

Found lying loose around the jungle.

When purchased at normal prices in a trading hut, a gourd of water costs $30 per 1 HP healed.

Healing herb

Applying a healing herb will heal all wounds caused by shark bites.

Outsiders without Native Knowledge see this item as a "dried herb" and are unable to use it.

This item costs $40 per 1 HP healed at normal prices, or $20 per 1 HP with Natural Medicine.

Players often refer to these as "herbs".

Mango

Found hanging on trees and lying loose around the jungle.

Mangos are usually overpriced in trading huts, costing $40 per 1 HP healed at normal prices.

Miscellaneous items

Crab

Useless except in trade.

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 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.

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 are high-demand items for new characters. There is a very slight chance of finding them lying on the ground in an outsider village, but the best places to search for them are in outsider medical and ammunition huts (see Hut for search odds). Outsider traders sometimes have them in stock.

Piece of driftwood

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

Poisonous snake

Useless except in trade.

Sharpening stone

Sharpening stones can be clicked on to sharpen a blunt machete into a machete or a blunt cutlass into a cutlass.

Rabbit Foot Charm

Unknown powers.

Parrot Feather Charm

Unknown powers.

Silver Skull Cross

Unknown powers.

Monkey Claw Charm

Unknown powers.