Difference between revisions of "Terrain"

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*'''Movement cost:''' ''.5 AP'' for d0, ''1 AP'' for d1-d6, ''2 AP'' for d7-d9. (''.5 AP'' for d1-d6 with the ''[[Trekking]]'' skill. ''.5 AP'' for d7-d9 with the ''[[Trailblazing]]'' skill.)
 
*'''Movement cost:''' ''.5 AP'' for d0, ''1 AP'' for d1-d6, ''2 AP'' for d7-d9. (''.5 AP'' for d1-d6 with the ''[[Trekking]]'' skill. ''.5 AP'' for d7-d9 with the ''[[Trailblazing]]'' skill.)
**'''Find rates (approximate) 15% (±2.6%):''' [[mango]] 5.3% (±1.6%), [[banana]] 2.9% (±1.2%), [[gourd of water]] 1.9% (±1.0%), [[blunt machete]] 1.0% (±0.7%), [[poisonous berries]] 1.0% (±0.7%), [[tasty berries]] 0.8% (±0.7%), [[healing herbs]] 0.7% (±0.6%), [[gold coin]] 0.4%, bundle of 2-8 [[poison dart]]s 0.3%, partially loaded [[rifle]] 0.3%, [[berries]] 0.3%, [[first aid kit]] 0.3%, empty [[blowpipe]] 0.1%, loaded [[blowpipe]] 0.1%, [[bullet]] 0.1%, [[poison dart]] 0.1%. ('''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search odds condensed (results)]] for more information.)
+
**'''Find rates (approximate) 15% (±2.6%):''' [[mango]] 5.3% (±1.6%), [[banana]] 2.9% (±1.2%), [[gourd of water]] 1.9% (±1.0%), [[blunt machete]] 1.0% (±0.7%), [[poisonous berries]] 1.0% (±0.7%), [[tasty berries]] 0.8% (±0.7%), [[healing herbs]] 0.7% (±0.6%), [[gold coin]] 0.4%, bundle of 2-8 [[poison dart]]s 0.3%, partially loaded [[rifle]] 0.3%, loaded [[rifle]] 0.3%, [[berries]] 0.3%, [[first aid kit]] 0.3%, empty [[blowpipe]] 0.1%, loaded [[blowpipe]] 0.1%, [[bullet]] 0.1%, [[poison dart]] 0.1%. ('''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search odds condensed (results)]] for more information.)
 
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 736 searches and finds of 39 mangos, 21 bananas, 14 gourds of water, 7 blunt machetes, 7 bunches of poisonous berries, 6 bunches of tasty berries, 5 healing herbs, 3 gold coins, 2 bundles of poison darts (holding a total of 13 darts), 2 partially loaded rifles, 2 bunches of berries, 2 first aid kits, 1 empty blowpipe, 1 loaded blowpipe, 1 bullet, and 1 poison dart. Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). -->
 
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 736 searches and finds of 39 mangos, 21 bananas, 14 gourds of water, 7 blunt machetes, 7 bunches of poisonous berries, 6 bunches of tasty berries, 5 healing herbs, 3 gold coins, 2 bundles of poison darts (holding a total of 13 darts), 2 partially loaded rifles, 2 bunches of berries, 2 first aid kits, 1 empty blowpipe, 1 loaded blowpipe, 1 bullet, and 1 poison dart. Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). -->
  

Revision as of 17:16, 1 July 2010

Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.

Terrains are usually distinguished by the color of the map square. In addition, each map square has a terrain label (and the terrain label also leads off the description of your current location). Within a general class of terrain, there may be several zones that have different labels. For example, characters first arriving in Shartak commonly encounter village squares, which are labeled with the name of the village (such as "Dalpok") instead of being labeled as "Jungle". Other distinct zones exist: for example, there are Caves and Tunnels in mountain terrain, and there are Beaches and Dunes in beach terrain.

Shartak also has a few special locations, such as Boatyards. These locations have the same terrain color and the same terrain label as normal terrain (such as Beach), and can only be discovered by carefully reading the location's unusual description text.

Terrain squares can also contain a single detail, illustrated by an icon. These terrain details include huts (in ruins and villages), bushes or trees (in jungle), ruins -- and player-constructed signposts. (See Locations#Details for more information.)

According to GPS calculations, each square of terrain is approximately 100 meters on a side.

Beach

Beach

There is sand here, but you cannot build a sand castle. Driftwood can be found here, and is used for making signposts. There are also crabs here, but unlike parrots and rats, you cannot murder the crabs for XP.

Boatyard

A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.

This description of multiple squares of beach promises large quantities of driftwood. Search odds still require calculating, but appear to share the same profile as beach with a much higher overall success rate. It is rumored that there are many other boatyards around Shartak; please post their GPS coordinates here as you find them.


the three boatyards on rodrigo island: [-70.639,+26.389], [-70.640,+26.392], [-70.649,+26.390]
the only two boatyards on unity island: [-70.552,+26.404], [-70.543,+26.412]

Dunes

The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.

Dunes can be found forming on the far western coast. It is uncertain at this point if this terrain is significantly different from the beach.

Grassland

Grassland

Swaths of grassland can be found at the following places:

  • Around the lake north of Durham.
  • West of Dalpok.
  • Northwest of York.
  • In the southern tip of the island, southwest of York.
  • Near the swamp south of the mountain.
  • Between Raktam and Wiksik.
  • Northeast of Raktam.
  • Near the swamp in the northeastern peninsula.
  • North of Derby.


  • Movement cost: 1 AP (.5 AP with the Trekking skill)

Jungle

Jungle (d10)

Jungle is the dominant terrain type in Shartak. Jungle can be chopped by players with machetes or cutlasses, but it regrows slowly over time, even in squares with players or animals in them. Pouring a gourd or bottle of fresh water on a jungle square speeds its growth up, while pouring salt water on it slows its growth down slightly. All other kinds of liquids have no apparent effect. Most animals on Shartak live in the jungle. Fruit trees and berry bushes are found in the jungle. Chopping the jungle also reveals abandoned huts and ancient ruins.

Jungle never grows past density 10, a point at which it is too thick to pass through easily. A character wielding a machete or cutlass can chop the jungle location down to density 9 (with about a 10% chance of earning 1 XP), while characters without such weapons must try to push through it with a chance of success of roughly 20%.

Jungle (d9)
Jungle (d8)
Jungle (d7)
Jungle (d6)
Jungle (d5)
Jungle (d4)
Jungle (d3)
Jungle (d2)
Jungle (d1)
Jungle (d0)

At density 7, the tree cover is thin enough for a GPS unit to receive a signal. At density 4, the trees in the area are cut down, removing any carved messages. At jungle density 0, all that remains is weeds; vegetation cannot be chopped any further at this point.

Note: There is an in-game option which replaces the simple colors for the various terrain types to actual images.

Mountain

Mountain

An impassable mountain is located in the middle of Shartak.

Also features impassable Mid-air and Solid Rock.

Mountain Path

There is a mountain pass that starts at [-70.364,+26.432]. A second entrance to the same path is at [-70.382,+26.479]. And a third entrance to the same path is at [-70.329,+26.431]. Bears and shargles can be found on the path.

There are two types of mountain path found on the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down"). Either way returns you to a jungle square (going up puts you on a level jungle trail that winds around the mountain).

  • Movement cost: 1 AP
    • Approx find rates (?):

Mountain Cave

A cave (map) up on the mountain path [-70.368,+26.442]. It leads to a tunnel that leads deeper into the mountain.

  • Movement cost: 1 AP
    • Approx find rates (0%): broken knife (discarded) (3%)

Small Cave

A small cave at the southwestern base of the mountain [-70.333,+26.425]. It leads to a tunnel that cuts through a section of the mountain.

  • Movement cost: 1 AP
    • Approx find rates (0%): broken knife (discarded) (3%)

Dalpok Cave

A cave north of Dalpok at [-70.429,+26.449], also known as Patch's Cave. It leads to a tunnel that extends east towards the mountain.

  • Movement cost: 1 AP
    • Approx find rates (?):

Tunnel

There are two types of tunnel found in the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down").

There is a tunnel under the mountain. Entrance at [-70.368,+26.442] (up on mountain path). Reportedly easy for one to get lost in without a map. It seems to contain nothing but rats and other players who are lost.

There is another tunnel through the mountain's southwest tip with ends at [-70.339,+26.429] and [-70.333,+26.425] and a single 45-degree turn at [-70.337,+26.429]. This tunnel is known as Armadox's Cut.

A third tunnel can be found near Dalpok at [-70.429,+26.449] (Patch's Cave). It extends east towards the mountain (map). It seems that this tunnel used to be connected with the tunnel underneath the mountain, but now it is blocked by a cave-in.

A very extensive series of tunnels co-inciding with the introduction of Rakmogak and Arivo Island is currently being mapped.

  • Movement cost: 1 AP (.5 AP with the Trekking skill)
    • Approx find rates (0%): broken knife (discarded) (3%)

Swamp

Swamp

There are four alligator-infested swamps:

  • Near the two great lakes roughly in the center of the island.
  • At the river mouth south of the mountain.
  • At the peninsula in the northeast part of the island.
  • Northwest of Derby.


  • Movement cost: 2 AP
    • Approx find rates (0%): (blunt cutlass, blunt machete, gold coin) you can only find items when you are in the middle of a 3 by 3 grid of swamp

It is important to note that searching in Swamp squares uses 3 AP.

Water

Water

Water surrounds the island and can be found in various rivers and lakes on the island.

Water can be used to refill empty bottles and gourds. Clicking on an empty container at a River, Lake, Waterfall, or Pool produces a container of (fresh) water, which can be used to heal 2 hit points. Clicking on an empty container in sea water produces a container of salt water, which causes 2 hit points damage if consumed.

  • Movement cost: 2 AP (1 AP with the Swimming skill)
    • Approx find rates (0%): broken knife (discarded) (8%)

River

River

There are three rivers:

  • The longest river of the island flows from the waterfall (in the south side of the mountain) south towards a swamp.
  • A short river flowing from the pool north.
  • A short river near Derby flowing southwest.

Lake

Lake

There are four lakes with fresh water:

  • A small lake north of Durham.
  • Two great lakes approximately between Dalpok and York.
  • A lake between Raktam and Wiksik.

Pool

Pool
A large pool of water has formed in a depression in the ground, probably from an underground source.

The only known pool is five squares in size and is located at [-70.486,+26.504] (northwest of the mountain and between Dalpok and the shipwreck). It feeds a river which flows north to the ocean. The pool is known as Archer's Pool, following the success of the pirate known as Archer in the Battle of Archer's Pool.

Waterfall

Waterfall

A waterfall [-70.351,+26.429] on the south side of the mountain forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.

Water (deep)

Water

Deeper water can be found further out.

Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per action (per mouse click, not per AP) and can only be healed by a first aid kit or healing herbs.

  • Movement cost: 3 AP (2 AP with the Swimming skill)
    • Approx find rates (0%): (speculative) broken knife (discarded) (8%)

Ocean

Ocean

Ocean water is impassable, and forms the outer boundary of the map.