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	<title>Underrail Wiki - User contributions [en]</title>
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	<updated>2026-05-01T19:54:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Auto-Turret&amp;diff=31579</id>
		<title>Auto-Turret</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Auto-Turret&amp;diff=31579"/>
		<updated>2018-01-30T19:19:13Z</updated>

		<summary type="html">&lt;p&gt;Hazard: ARs and Xbows also outrange it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Auto-Turret&lt;br /&gt;
| type       = robot&lt;br /&gt;
| portrait   = turret1_l.png&lt;br /&gt;
| background = warehouse.png&lt;br /&gt;
| level      = 10&lt;br /&gt;
| health     = 230&lt;br /&gt;
| image      = Auto-Turret model.png&lt;br /&gt;
| roles      = Stationary defense&lt;br /&gt;
| location   = [[South Gate Station]]&amp;lt;br&amp;gt;[[Junkyard - Docks]]&amp;lt;br&amp;gt;[[GMS compound level 3]]&amp;lt;br&amp;gt;[[Depot A]]&amp;lt;br&amp;gt;[[Foundry bunker]]&lt;br /&gt;
| loot       = Ammunition, Scraps&amp;lt;br&amp;gt;Firearm Barrels (rarely)&lt;br /&gt;
| abilities  = [[True-sight]]&amp;lt;br&amp;gt;Immune to [[burning]]&amp;lt;br&amp;gt;Immune to [[Frozen|freeze]]&lt;br /&gt;
|&lt;br /&gt;
| damage       = {{Mechanical|16-33|number only}}&lt;br /&gt;
| range        = {{ranges|sight=8|attack=10|optimal=7}}&lt;br /&gt;
| initiative   = 10&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
|&lt;br /&gt;
|Base abilities section:&lt;br /&gt;
| strength      = 10&lt;br /&gt;
| dexterity     = 4&lt;br /&gt;
| agility       = 1&lt;br /&gt;
| constitution  = 10&lt;br /&gt;
| perception    = 10&lt;br /&gt;
| will          = 1&lt;br /&gt;
| intelligence  = 5&lt;br /&gt;
|&lt;br /&gt;
| mechanical   = 50% / 20&lt;br /&gt;
| heat         = 80% / 50&lt;br /&gt;
| cold         = 90% / 100&lt;br /&gt;
| electricity  = 0% / 0&lt;br /&gt;
| acid         = 25% / 15&lt;br /&gt;
| energy       = 0% / 0&lt;br /&gt;
| bio          = 100%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Auto-Turrets''' are stationary defense guns that attack any threats within range according to their programming. They have true-sight, so stealth is useless against them.&lt;br /&gt;
&lt;br /&gt;
== Fighting tactics ==&lt;br /&gt;
Sufficient [[Hacking]] skill may yield opportunities to reprogram auto-turrets to attack the hacker's enemies or shut them down completely.&lt;br /&gt;
&lt;br /&gt;
* Heat and cold-based attacks should be avoided due to their good protection against extreme temperatures.&lt;br /&gt;
* Since they have rather high mechanical damage threshold, weapons that deal large amounts of damage with a single hit work best for destroying them.&lt;br /&gt;
* Armor-piercing [[Ammo#W2C Rounds|W2C ammunition]] or EMP weaponry provides best results in direct combat.&lt;br /&gt;
* Since they're stationary, a ranged combatant can safely take potshots at them, retreat behind a corner and repeat as necessary.&lt;br /&gt;
* It is possible to completely outrange auto-turrets with sniper rifles, assault rifles and crossbows.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.3]]&lt;br /&gt;
** Turrets are no longer immune to immobilization, which makes them susceptible to acidic entanglement&lt;br /&gt;
** Turrets will now drop aggro faster&lt;br /&gt;
** Changed Auto-Turret attack range (optimal) from 12 (9) to 10 (7)&lt;br /&gt;
&lt;br /&gt;
* [[0.1.4.0]]&lt;br /&gt;
** Auto-Turret introduced&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
turret1_l.png | Auto-Turret portrait&lt;br /&gt;
Auto-Turret model.png | Auto-Turret model&lt;br /&gt;
Auto-Turret_emplacement.png | Typical Auto-Turret emplacement&lt;br /&gt;
turret2_l.png | [[Auto-Turret (Machinegun)]]&lt;br /&gt;
Machinegun Turret.png | [[Auto-Turret (Machinegun)]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category:Automatons]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=TT_3000&amp;diff=31359</id>
		<title>TT 3000</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=TT_3000&amp;diff=31359"/>
		<updated>2017-12-18T07:25:08Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated value to match current version, added History section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = TT3000.png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = TT 3000&lt;br /&gt;
| type        = Pistol&lt;br /&gt;
| description = An old world 7.62mm handgun.&lt;br /&gt;
| damage      = 15-19 (Mechanical)&lt;br /&gt;
| impactspeed = Medium&lt;br /&gt;
| ap          = 20 AP&lt;br /&gt;
| range       = 10 (optimal: 7)&lt;br /&gt;
| precision   = +5%&lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| extraburst  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = &lt;br /&gt;
| critchance  = 7%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = &lt;br /&gt;
| minskill    = &lt;br /&gt;
| ammotype    = 7.62mm rounds&lt;br /&gt;
| magcap      = 15&lt;br /&gt;
| ammouses    = Use: Unload all the ammo from the weapon.&amp;lt;br&amp;gt;(AP: 5) &lt;br /&gt;
| durability  = 690 / 690 (mechanical)&lt;br /&gt;
| weight      = 1.00&lt;br /&gt;
| value       = 3000&lt;br /&gt;
| datafile    = Weapons\TT3000.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''TT 3000''' is a unique weapon.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
It is owned by [[Melvin Junior]] in [[Free Drones base]]. Can be acquired by pickpocketing it from him as a Free Drone or looting it from his corpse during Protectorate questline.&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|7.62mm}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.3.6]] - Increased value&lt;br /&gt;
* [[1.0.0.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Pistols]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=K%26H_KH416&amp;diff=31358</id>
		<title>K&amp;H KH416</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=K%26H_KH416&amp;diff=31358"/>
		<updated>2017-12-18T06:41:15Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated stats to match current version, added History section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = KH416.png&lt;br /&gt;
| itemquality = unique&lt;br /&gt;
| name        = K&amp;amp;H KH416&lt;br /&gt;
| type        = Assault Rifle&lt;br /&gt;
| description = This old world 5mm assault rifle combines high rate of fire with additional precision.&lt;br /&gt;
| damage      = 5-25 (Mechanical)&lt;br /&gt;
| impactspeed = High&lt;br /&gt;
| ap          = 12 AP&lt;br /&gt;
| range       = 14 (optimal: 10)&lt;br /&gt;
| precision   = +10%&lt;br /&gt;
| burstprec.  = &lt;br /&gt;
| extraburst  = &lt;br /&gt;
| cqprec.     = &lt;br /&gt;
| moveprec.   = -5%&lt;br /&gt;
| critchance  = 5%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = 6&lt;br /&gt;
| minskill    = 55&lt;br /&gt;
| ammotype    = 5mm rounds&lt;br /&gt;
| magcap      = 30&lt;br /&gt;
| ammouses    = Use: Unload all the ammo from the weapon.&amp;lt;br&amp;gt;(AP: 5) &lt;br /&gt;
| durability  = 1230 / 1230 (mechanical)&lt;br /&gt;
| weight      = 3.00&lt;br /&gt;
| value       = 13000&lt;br /&gt;
| datafile    = Weapons\HK416.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''KH416''' is a unique weapon.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Used by a black crawler member in their base. Can be acquired during the Gorsky's final quest in Core City, [[Attack on Black Crawlers]].&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|5mm}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[1.0.3.6]] - Increased value, fixed impact speed and precision penalties&lt;br /&gt;
* [[1.0.0.0]] - introduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Assault Rifles]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Will_(Base_Ability)&amp;diff=31354</id>
		<title>Will (Base Ability)</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Will_(Base_Ability)&amp;diff=31354"/>
		<updated>2017-12-17T06:27:42Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Removed Junkyard Suprise from Related items, retained the Food section for possible Expansion pack additions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote&lt;br /&gt;
| Will measures your character's mental determination to see to his action regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects all psi disciplines as well as psi point regeneration.&lt;br /&gt;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Will''' determines your effectiveness with [[psi abilities]] and your chance to resist mental effects (Resolve). It also determines your character's overall determination to certain actions, such as persuading or intimidating NPCs in conversation to make them choose your side of the argument. Some psionic dialogue options also require your character to have a minimum score of pure will in order to succeed. No items require will to be used or equipped. Psi point regeneration scales with [[will]] and [[intelligence]]: psi regen = 5 + (will+int)/2&lt;br /&gt;
&lt;br /&gt;
High will score is important for psionic characters.&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Thought Control]]&lt;br /&gt;
* [[Psychokinesis]]&lt;br /&gt;
* [[Metathermics]]&lt;br /&gt;
* [[Temporal Manipulation]]{{expedition-inline}}&lt;br /&gt;
* [[Persuasion]]&lt;br /&gt;
* [[Intimidation]]&lt;br /&gt;
|&lt;br /&gt;
* [[Resolve]]&lt;br /&gt;
* Psi regen&lt;br /&gt;
* Dialogue options&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Will feats]].&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
Equipment&lt;br /&gt;
* {{Itemlink|Tchortist Noble Robe}} (+1 Will on equip)&lt;br /&gt;
&lt;br /&gt;
Food&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[0.2.0.1]]: psi point regeneration scales with will and intelligence&lt;br /&gt;
* [[0.1.14.0]]: will no longer increases psi pool, psi regenerates (20 points per turn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Perception&amp;diff=31353</id>
		<title>Perception</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Perception&amp;diff=31353"/>
		<updated>2017-12-17T06:27:10Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Removed Junkyard Suprise from Related items, retained the Food section for possible Expansion pack additions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote&lt;br /&gt;
| Perception represents character's ability to discern objects from far away as well as to notice hidden things in their vicinity. It helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures. &lt;br /&gt;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Perception''' determines your character's overall awareness and effectiveness with ranged weapons. It also affects your character's chance to detect hidden passages, objects or stealthed creatures and NPCs. It does not increase your vision or visible range. Perception does not directly affect your chance to hit, but rather increases your ranged weapon skills, which in turn increases your chance to hit with ranged weapons. Melee weapon hit rate is unchanged but increased with melee skill (through strength or dexterity). No items require perception to be used or equipped.&lt;br /&gt;
&lt;br /&gt;
High perception score is important for characters who wish to use ranged weapons or find traps, stealthed enemies and secrets.&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Guns]]&lt;br /&gt;
* [[Crossbows]]&lt;br /&gt;
|&lt;br /&gt;
* [[Detection]]&lt;br /&gt;
* Finding secrets (uses perception score instead of detection)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Perception feats]].&lt;br /&gt;
* [[Snooping]] increases perception by 3 for the purposes of finding secrets.&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
Equipment&lt;br /&gt;
* {{Itemlink|Adaptive Goggles}} (+1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Metal Helmet}}s (-1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Tchortist Noble Robe}} (-1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Tchortist Rassophore Armor}} (-1 Perception on equip)&lt;br /&gt;
* {{Itemlink|Gas Mask}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Biohazard Suit}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Fire Proximity Suit}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Robe}} (-2 Perception on equip)&lt;br /&gt;
* {{Itemlink|Tchortist Robe}} (-2 Perception on equip)&lt;br /&gt;
&lt;br /&gt;
Food&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Drugs&lt;br /&gt;
* {{Itemlink|Supersoldier Drug (medicine)|Supersoldier Drug}} (temporary +2 Perception)&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Secret areas ==&lt;br /&gt;
Discovering secret areas is based on [[Perception]] score alone, unlike detecting traps and stealthed characters, which is based on [[Detection]]. Discovering some secrets requires prior knowledge instead of Perception score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Secret !!data-sort-type=&amp;quot;number&amp;quot;| Requirement !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[South Gate Outposts]], inside outpost ([[:File:ForlornStations1.png|ForlornStations1.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 6 Perception&lt;br /&gt;
| [[:File:ForlornStations4_1.png|connects]] the two south outposts&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[South Gate Outposts]], inside outpost ([[:File:ForlornStations1.png|ForlornStations1.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 6 Perception&lt;br /&gt;
| [[:File:ForlornStations4_1.png|connects]] the two south outposts&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[South Gate Outposts]], inside outpost ([[:File:ForlornStations4.png|ForlornStations4.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| [[:File:ForlornStations1_1.png|connects]] east and northwest outposts&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[South Gate Outposts]], northeast ([[:File:ForlornStations4.png|ForlornStations4.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| [[:File:ForlornStations1_1.png|connects]] east and northwest outposts&lt;br /&gt;
|-&lt;br /&gt;
| [[Under-passages]] area 1, near SGS ([[:File:lup-a1.png|lup-a1.png]])&lt;br /&gt;
| Door&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| secret room along east wall, [[Strange Comm Device]] oddity&lt;br /&gt;
|-&lt;br /&gt;
| Lower Underrail, [[GMS compound level 1]] ([[:File:GammaCompound1.png|GammaCompound1.png]])&lt;br /&gt;
| Safe&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| secret safe in room near southwest corner&lt;br /&gt;
|-&lt;br /&gt;
| Lower Underrail, [[GMS compound level 2]] ([[:File:GammaCompound2.png|GammaCompound2.png]])&lt;br /&gt;
| Secret passage&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| secret room along east wall, [[Old Data Medium]] oddity&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Caves]], east from [[GMS compound level 3]] ([[:File:cv12.png|cv12.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to the back entrance of the raider [[:File:Cv14.png|base]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Caves]] between Mushroom Cove and Junkyard ([[:File:jyt1.png|jyt1.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to a small island&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Siphoner Pools]], northeast ([[:File:jyt3.png|jyt3.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to the northeast corner of the cave&lt;br /&gt;
|-&lt;br /&gt;
| [[Silent Isle]], southeast ([[:File:si1.png|si1.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| leads to a small island with a corpse&lt;br /&gt;
|-&lt;br /&gt;
| Junkyard, Security control room of [[Depot A]] east area ([[:File:ojy2.png|ojy2.png]])&lt;br /&gt;
| Secret door&lt;br /&gt;
| 10 perception&lt;br /&gt;
| shortcut bypassing the turrets&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Underrail]] area 6, Lunatic camp ([[:File:lu-a6.png|lu-a6.png]])&lt;br /&gt;
| Hidden stash&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| secret footlocker near rock pile&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Caves]], south of Milton's camp ([[:File:lux-a10.png|lux-a10.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| shortcut between the north and south bank of the river&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Caves]], south of [[Crossroad Caves]] ([[:File:cv2.png|cv2.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| [[:File:Cv2 1.png|connects]] southwest and southeast corner, locked box with random psionic mentor &lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Caves]], south of [[Crossroad Caves]] ([[:File:cv2.png|cv2.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| shortcut bypassing siphoners&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, south of [[Camp Hathor]] ([[:File:cv19.png|cv19.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| shortcut bypassing rathound nest&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Rathound King Lair]] ([[:File:rkl2.png|rkl2.png]])&lt;br /&gt;
| Door&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| shortcut leading outside if you offer to [[Kidnap Sarine|kidnap Sarine]] or [[Kill the Rathound King|negotiate a truce]] with Camp Hathor&lt;br /&gt;
|-&lt;br /&gt;
| Lower Caves, [[Rathound King Lair]], outside ([[:File:cv21.png|cv21.png]])&lt;br /&gt;
| Door&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| shortcut leading to the lair if you offer to [[Kidnap Sarine|kidnap Sarine]] or [[Kill the Rathound King|negotiate a truce]] with Camp Hathor&lt;br /&gt;
|-&lt;br /&gt;
| Lower Underrail, [[Abandoned Warehouse]] ([[:File:aw1-1.png|aw1-1.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| secret ventilation shaft section with a footlocker and a rathound&lt;br /&gt;
|-&lt;br /&gt;
| [[Rail Crossing]], behind bar ([[:File:rc1.png|rc1.png]])&lt;br /&gt;
| Secret door&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| leads to [[Deacon]]'s shop&lt;br /&gt;
|-&lt;br /&gt;
| Rail Crossing, [[Buzzer's Shop]]'s ventilation shafts ([[:File:rc_shop 3.png|rc_shop 3.png]])&lt;br /&gt;
| Hidden Ventilation Shaft&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| secret ventilation shaft section with [[Hardware Bug]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Underrail, [[Dude's vision|The warehouse from Dude's vision]] ([[:File:lu-b4.png|lu-b4.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| leads to the lower level of the warehouse during Dude's quest&lt;br /&gt;
|-&lt;br /&gt;
| [[Free Drones Base]], east room&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 11 Perception&lt;br /&gt;
| leads to the [[:File:Lup_freeDroneBase_1.png|ventilation system]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Caves]], north from the Hanging Rat bar ([[:File:lux-c2.png|lux-c2.png]])&lt;br /&gt;
| Hidden stash&lt;br /&gt;
| 11 Perception&lt;br /&gt;
| secret stash inside rock pillar (not visible on the linked map)&lt;br /&gt;
|-&lt;br /&gt;
| Foundry, Evelyn's home  ([[:File:fo3.png|fo3.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| [[:File:Fo3-tunnel.png|connects]] Evelyn's house and bunker&lt;br /&gt;
|-&lt;br /&gt;
| Foundry, Evelyn's home  ([[:File:fo3.png|fo3.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| leads to Evelyn's [[:File:Fo-bunker.png|bunker]] if a male player character [[Foundry murders|has a drink]] with her&lt;br /&gt;
|-&lt;br /&gt;
| [[Lower Underrail]], cave west of [[Foundry]] ([[:File:lu-b22x.png|lu-b22x.png]])&lt;br /&gt;
| Hidden stash&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| secret stash inside rock pillar&lt;br /&gt;
|-&lt;br /&gt;
| Core City, [[Drop Zone]] ([[:File:cc15.png|cc15.png]])&lt;br /&gt;
| Secret door&lt;br /&gt;
| Quest trigger or 6&amp;amp;nbsp;Perception&lt;br /&gt;
| leads to Bogdan's [[:File:Cc15x.png|hideout]], can be found with perception or by learning about it from [[Kupusije]] during [[Find Bogdan]], or with perception after starting [[Sewers generator]]/[[Retrieve ICPD]]&lt;br /&gt;
|-&lt;br /&gt;
| Core City, inside one of [[Drop Zone]] buildings ([[:File:cc5_1.png|cc5_1.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to the basement&lt;br /&gt;
|-&lt;br /&gt;
| Core City, north [[Core City Sewers]] ([[:File:cc_s2.png|cc_s2.png]])&lt;br /&gt;
| Door&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to a secret room on the west side&lt;br /&gt;
|-&lt;br /&gt;
| Core City, northwest [[Core City Sewers]] ([[:File:cc_s6 2.png|cc_s6 2.png]])&lt;br /&gt;
| Switch&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| opens door to Acid Hunters' hideout during the [[Look for Cornell]] quest&lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Underrail]], east of [[Notus Living Block]] ([[:File:up3x.png|up3x.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| [[:File:Up3x_1.png|connects]] trapdoor and a Lunatic base &lt;br /&gt;
|-&lt;br /&gt;
| [[Upper Underrail]], inside [[Panacea Lab]] ([[:File:plb.png|plb.png]])&lt;br /&gt;
| Switch&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| opens door to the room in the northeast corner&lt;br /&gt;
|-&lt;br /&gt;
| [[Institute of Tchort]], utility section, northeast corner ([[:File:tch-util3.png|tch-util3.png]])&lt;br /&gt;
| Ventilation Shaft&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| [[:File:Tch-vent.png|connects]] west wing and utility section&lt;br /&gt;
|-&lt;br /&gt;
| [[Institute of Tchort]], west wing, in coil spider room ([[:File:tch-ww2.png|tch-ww2.png]])&lt;br /&gt;
| Ventilation Shaft&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| [[:File:Tch-vent.png|connects]] west wing and utility section&lt;br /&gt;
|-&lt;br /&gt;
| Institute of Tchort, [[Harpocrates Station]], north room ([[:File:tch_met.png|tch_met.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| Quest trigger&lt;br /&gt;
| leads to the ventilation system during [[Track down Rassophore Nevil]]&lt;br /&gt;
|-&lt;br /&gt;
| Institute of Tchort, [[Upper Underrail Ventilation System]] ([[:File:tch_mv1.png|tch_mv1.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| secret ventilation shaft section with a box&lt;br /&gt;
|-&lt;br /&gt;
| Institute of Tchort, [[Upper Underrail Ventilation System]], southwest room ([[:File:tch_mv1_2.png|tch_mv1_2.png]])&lt;br /&gt;
| Secret trapdoor&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| leads to hidden [[:File:Tch_mv1_3.png|basement]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Deep Caverns]], lake, northeast bank ([[:File:dc-lk.png|dc-lk.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 7 Perception&lt;br /&gt;
| leads to a small island with hackable box&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Hollow Earth]] ([[:File:dc-la2.png|dc-la2.png]])&lt;br /&gt;
| Secret crawlspace&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| secret entrance to the small building on the east&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, checkpoint between Caerus and warehouses ([[:File:dc-cp1.png|dc-cp1.png]])&lt;br /&gt;
| Underwater rock bridge&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to the east bank of the lake&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Warehouse Block 2]], south toxic storage ([[:File:dc-wh3.png|dc-wh3.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 8 Perception&lt;br /&gt;
| leads to lower [[:File:Dc-wh3_1.png|level]], [[Psionic Mentor: Electrokinetic Imprint|Electrokinetic Imprint]] mentor&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Caerus Residential]], northwest building, second floor ([[:File:dc-res2 2.png|dc-res2 2.png]])&lt;br /&gt;
| Ventilation Shaft&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| leads to a [[:File:Dc-sc.png|cavern]] with [[Gunter Vasilica]], [[Psionic Mentor: Pseudo-spatial Projection|Pseudo-spatial Projection]] mentor, and [[Regenerative Mixture]]&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Caerus Residential]], west apartment ([[:File:dc-res3.png|dc-res3.png]])&lt;br /&gt;
| Safe&lt;br /&gt;
| 6 Perception&lt;br /&gt;
| secret (empty) safe&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Arke Power Station]], utility section toxic storage ([[:File:dc-pp_ut.png|dc-pp_ut.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 11 Perception&lt;br /&gt;
| [[:File:Dc-pp_ut_1.png|connects]] toxic storage and storage room, random psionic mentor&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Arke Power Station]], utility section storage room ([[:File:dc-pp_ut.png|dc-pp_ut.png]])&lt;br /&gt;
| Trapdoor&lt;br /&gt;
| 10 Perception&lt;br /&gt;
| [[:File:Dc-pp_ut_1.png|connects]] toxic storage and storage room, random psionic mentor&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caverns, [[Mushroom Forest|Deep Mushroom Forest]] ([[:File:dc-fs4.png|dc-fs4.png]])&lt;br /&gt;
| Secret tunnel&lt;br /&gt;
| 9 Perception&lt;br /&gt;
| leads to the northwest corner and a skeleton&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Intelligence&amp;diff=31352</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Intelligence&amp;diff=31352"/>
		<updated>2017-12-17T06:26:16Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Removed Junkyard Suprise from Related items, retained the section for possible Expansion pack additions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote&lt;br /&gt;
| Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it.&lt;br /&gt;
| In-game description&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
'''Intelligence''' determines your character's ability to craft items from components of any kind, as well as the ability to concieve and understand complex concepts such as hacking computer terminals and electrical locks. Intelligence also increases your mercantile skill, allowing you to buy and sell items for better prices. No items require intelligence in order to be used or equipped.&lt;br /&gt;
&lt;br /&gt;
As of version [[0.2.0.1]], psi point regeneration scales with [[will]] and [[intelligence]]: psi regen = 5 + (will+int)/2&lt;br /&gt;
&lt;br /&gt;
High intelligence score is important for crafters and psionic characters.&lt;br /&gt;
&lt;br /&gt;
{{Synergies|&lt;br /&gt;
* [[Hacking]]&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
* [[Electronics]]&lt;br /&gt;
* [[Chemistry]]&lt;br /&gt;
* [[Biology]]&lt;br /&gt;
* [[Tailoring]]&lt;br /&gt;
* [[Mercantile]]&lt;br /&gt;
|&lt;br /&gt;
* Dialogue options&lt;br /&gt;
* Psi regen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
See [[:Category:Intelligence feats]].&lt;br /&gt;
&lt;br /&gt;
== Related items ==&lt;br /&gt;
Food&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Drugs&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base abilities navbox}}&lt;br /&gt;
[[Category: Base Abilities]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Serrated_Knife&amp;diff=31338</id>
		<title>Serrated Knife</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Serrated_Knife&amp;diff=31338"/>
		<updated>2017-12-16T10:47:59Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = TiChrome (Q50)&lt;br /&gt;
| tab2 = Steel Shock (Q42?)&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Serrated Knives''' are similar to combat knives with slightly lower damage and slightly higher critical damage bonus, but they have a chance to cause [[Bleeding Wound]]s. All types of knives partially bypass target's energy shield.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Serrated Knife can be crafted with [[Blueprint: Combat Knife]].&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
Quality of the metal determines damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_steel.png]] '''Serrated Steel Knife''' — 12 base AP cost, ''9%'' crit chance, 130% crit damage bonus, 60% energy shield bypass&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_tungsten.png]] '''Serrated Tungsten Steel Knife''' — 12 base AP cost, 8% crit chance, ''150%'' crit damage bonus, 60% energy shield bypass&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_tichrome.png]] '''Serrated TiChrome Knife''' — ''11'' base AP cost, 8% crit chance, 130% crit damage bonus, 60% energy shield bypass&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_supersteel.png]] '''Serrated Super Steel Knife''' — 12 base AP cost, ''9%'' crit chance, 130% crit damage bonus, ''75%'' energy shield bypass&lt;br /&gt;
&lt;br /&gt;
=== Shock ===&lt;br /&gt;
Electroshock variants deal extra {{electricity}} damage on primary target and half of that to nearby targets when powered. Damage is based on the quality of the electroshock generator.&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_steel_shock.png]] '''Shock Serrated Steel Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_tungsten_shock.png]] '''Shock Serrated Tungsten Steel Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_tichrome_shock.png]] '''Shock Serrated TiChrome Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_serrated_supersteel_shock.png]] '''Shock Serrated Super Steel Knife'''&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|Serrated Steel Knife}}&lt;br /&gt;
* {{Itemlink|Shock Serrated Steel Knife}}&lt;br /&gt;
* {{Itemlink|Serrated Tungsten Steel Knife}}&lt;br /&gt;
* {{Itemlink|Shock Serrated Tungsten Steel Knife}}&lt;br /&gt;
* {{Itemlink|Serrated TiChrome Knife}}&lt;br /&gt;
* {{Itemlink|Shock Serrated TiChrome Knife}}&lt;br /&gt;
* {{Itemlink|Serrated Super Steel Knife}}&lt;br /&gt;
* {{Itemlink|Shock Serrated Super Steel Knife}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
For powered variants:&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Dagger&amp;diff=31337</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Dagger&amp;diff=31337"/>
		<updated>2017-12-16T10:47:34Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = TiChrome (Q50)&lt;br /&gt;
| tab2 = Steel Shock (Q42?)&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Daggers''' have higher critical chance and larger damage range than other combat knives, and the portion of their damage that penetrates the armor is increased by '''25%''' against organic targets. All types of knives partially bypass target's energy shield.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Dagger can be crafted with [[Blueprint: Combat Knife]].&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
Quality of the metal determines damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_steel.png]] '''Steel Dagger''' — 12 base AP cost, ''11%'' crit chance, 115% crit damage bonus, 60% enegy shield bypass&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_tungsten.png]] '''Tungsten Steel Dagger''' — 12 base AP cost, 10% crit chance, ''135%'' crit damage bonus, 60% enegy shield bypass&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_tichrome.png]] '''TiChrome Dagger''' — ''11'' base AP cost, 10% crit chance, 115% crit damage bonus, 60% enegy shield bypass&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_supersteel.png]] '''Super Steel Dagger''' — 12 base AP cost, ''11%'' crit chance, 115% crit damage bonus, ''75%'' energy shield bypass&lt;br /&gt;
&lt;br /&gt;
=== Shock ===&lt;br /&gt;
Electroshock variants deal extra {{electricity}} damage on primary target and half of that to nearby targets when powered. Damage is based on the quality of the electroshock generator.&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_steel_shock.png]] '''Shock Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_tungsten_shock.png]] '''Shock Tungsten Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_tichrome_shock.png]] '''Shock TiChrome Dagger'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_dagger_supersteel_shock.png]] '''Shock Super Steel Dagger'''&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Tungsten Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Tungsten Steel Dagger}}&lt;br /&gt;
* {{Itemlink|TiChrome Dagger}}&lt;br /&gt;
* {{Itemlink|Shock TiChrome Dagger}}&lt;br /&gt;
* {{Itemlink|Super Steel Dagger}}&lt;br /&gt;
* {{Itemlink|Shock Super Steel Dagger}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
For powered variants:&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Combat_Knife&amp;diff=31336</id>
		<title>Combat Knife</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Combat_Knife&amp;diff=31336"/>
		<updated>2017-12-16T10:46:45Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = TiChrome (Q50)&lt;br /&gt;
| tab2 = Steel (Q42?)&lt;br /&gt;
| tab3 =&lt;br /&gt;
| tab4 =&lt;br /&gt;
| tab5 =&lt;br /&gt;
| tab6 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Combat Knife''' is the basic knife model. [[Dagger]]s have higher critical chance and strength damage bonus, while [[Serrated Knife|Serrated Knives]] have higher critical damage bonus and they cause bleeding wounds. All types of knives partially bypass target's energy shield.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Combat Knife can be crafted with [[Blueprint: Combat Knife]].&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
Quality of the metal determines damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
[[File:knife_combat_steel.png]] '''Steel Combat Knife''' — 12 base AP cost, ''9%'' crit chance, 115% crit damage bonus, 60% energy shield bypass&lt;br /&gt;
&lt;br /&gt;
[[File:knife_combat_tungsten.png]] '''Tungsten Steel Combat Knife''' — 12 base AP cost, 8% crit chance, ''135%'' crit damage bonus, 60% energy shield bypass&lt;br /&gt;
&lt;br /&gt;
[[File:knife_combat_tichrome.png]] '''TiChrome Combat Knife''' — ''11'' base AP cost, 8% crit chance, 115% crit damage bonus, 60% energy shield bypass&lt;br /&gt;
&lt;br /&gt;
[[File:knife_combat_supersteel.png]] '''Super Steel Combat Knife''' — 12 base AP cost, ''9%'' crit chance, 115% crit damage bonus, ''75%'' energy shield bypass&lt;br /&gt;
&lt;br /&gt;
=== Shock ===&lt;br /&gt;
Electroshock variants deal extra {{electricity}} damage on primary target and half of that to nearby targets when powered. Damage is based on the quality of the electroshock generator.&lt;br /&gt;
&lt;br /&gt;
[[File:knife_combat_steel_shock.png]] '''Shock Steel Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_combat_tungsten_shock.png]] '''Shock Tungsten Steel Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_combat_tichrome_shock.png]] '''Shock TiChrome Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
[[File:knife_combat_supersteel_shock.png]] '''Shock Super Steel Combat Knife'''&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|Steel Combat Knife}}&lt;br /&gt;
* {{Itemlink|Shock Steel Combat Knife}}&lt;br /&gt;
* {{Itemlink|Tungsten Steel Combat Knife}}&lt;br /&gt;
* {{Itemlink|Shock Tungsten Steel Combat Knife}}&lt;br /&gt;
* {{Itemlink|TiChrome Combat Knife}}&lt;br /&gt;
* {{Itemlink|Shock TiChrome Combat Knife}}&lt;br /&gt;
* {{Itemlink|Super Steel Combat Knife}}&lt;br /&gt;
* {{Itemlink|Shock Super Steel Combat Knife}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
For powered variants:&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Balor&amp;diff=31269</id>
		<title>Balor</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Balor&amp;diff=31269"/>
		<updated>2017-12-14T05:52:57Z</updated>

		<summary type="html">&lt;p&gt;Hazard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Balor&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait = Mt2_l.png&lt;br /&gt;
| background = warehouse.png&lt;br /&gt;
| image    = Balor.png&lt;br /&gt;
| faction  = [[Ironheads]]&lt;br /&gt;
| roles    = Leader of Ironheads&lt;br /&gt;
| location = [[Warehouse Block Beta]]&lt;br /&gt;
| quests   = &lt;br /&gt;
|&lt;br /&gt;
| abilities   = Immune to [[fear]]&lt;br /&gt;
| loot     = Usual humanoid loot&amp;lt;br/&amp;gt;[[Red Cybernetic Eye]]&amp;lt;br/&amp;gt;[[Balor's Hammer]]&amp;lt;br&amp;gt;[[Drinking Horn]]&lt;br /&gt;
| level    = 20&lt;br /&gt;
| health   = 500&lt;br /&gt;
| shield   = &amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
|combat stats:&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| initiative   = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Balor]] is the leader of Ironhead bandits. He can be found in the southeast area of the Ironhead base situated in [[Warehouse Block Beta]].&lt;br /&gt;
&lt;br /&gt;
He's a strong, tough combatant clad in full metal armor, carrying a shield emitter and wielding an assault rifle and a unique sledgehammer, [[Balor's Hammer]].&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
* [[Kill Balor]]: Get Balor's cybernetic eye for proof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox|collapsed}}&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Ironheads]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Balor&amp;diff=31268</id>
		<title>Balor</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Balor&amp;diff=31268"/>
		<updated>2017-12-14T05:52:21Z</updated>

		<summary type="html">&lt;p&gt;Hazard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Balor&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait = Mt2_l.png&lt;br /&gt;
| background = warehouse.png&lt;br /&gt;
| image    = Balor.png&lt;br /&gt;
| faction  = [[Ironheads]]&lt;br /&gt;
| roles    = Leader of Ironheads&lt;br /&gt;
| location = [[Warehouse Block Beta]]&lt;br /&gt;
| quests   = &lt;br /&gt;
|&lt;br /&gt;
| abilities   = Immune to [[fear]]&lt;br /&gt;
| loot     = Usual humanoid loot&amp;lt;br/&amp;gt;[[Red Cybernetic Eye]]&amp;lt;br/&amp;gt;[[Balor's Hammer]]&amp;lt;br&amp;gt;[[Drinking Horn]]&lt;br /&gt;
| level    = 20&lt;br /&gt;
| health   = 500&lt;br /&gt;
| shield   = &amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
|combat stats:&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| initiative   = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Balor]] is the leader of Ironhead bandits. He can be found in the southeast area of the Ironhead base situated [[Warehouse Block Beta]].&lt;br /&gt;
&lt;br /&gt;
He's a strong, tough combatant clad in full metal armor, carrying a shield emitter and wielding an assault rifle and a unique sledgehammer, [[Balor's Hammer]].&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
* [[Kill Balor]]: Get Balor's cybernetic eye for proof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox|collapsed}}&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Ironheads]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Chimera&amp;diff=31267</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Chimera&amp;diff=31267"/>
		<updated>2017-12-14T05:46:51Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated precision and critical chance bonuses of the Scoped variant to match current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = 8.6mm Chimera&lt;br /&gt;
| tab2 = 9mm&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Chimera''' is an [[Assault Rifles|assault rifle]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Chimera is a relatively new type of assault rifle introduced in version [[0.1.12.0]]. It is available in 8.6mm and 9mm calibers. Chimeras have the highest critical damage bonus of all assault rifle models.&lt;br /&gt;
&lt;br /&gt;
It cannot be bought in shops, unlike other types of assault rifles.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Assault Rifle Frame: Chimera]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Assault Rifle}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Caliber ===&lt;br /&gt;
[[File:rifle_assault4_8.6mm.png]] '''8.6mm Chimera''' (14 base AP cost, 25 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault4_9mm.png]] '''9mm Chimera''' (16 base AP cost, 20 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:rifle_assault4_8.6mm_scope1.png]] '''Scoped Chimera''' ([[Scope]], +6% precision, +2% critical chance)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault4_8.6mm_scope2.png]] '''Scoped Chimera''' ([[Anatomically-Aware Scope]], +50% critical damage bonus)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault4_8.6mm_scope3.png]] '''Scoped Chimera''' ([[High Resolution Digital Scope]], +10% critical chance)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault4_8.6mm_bipod.png]] '''Chimera Bipod''' ([[Rifle Bipod]], +10% precision, +2 base AP cost) &lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault4_8.6mm_xm.png]] '''Chimera XM''' ([[Extended Rifle Magazine]], +20% magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault4_8.6mm.png]] '''Compensated Chimera''' ([[Barrel Compensator]], +15% Burst precision)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault4_8.6mm.png]] '''Muzzled Chimera''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault4_8.6mm.png]] '''Rapid Chimera''' ([[Rapid Reloader]], -20% Base AP cost)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault4_smart.png]] '''Smart Chimera''' ([[Smart Module]], increased damage with special attacks)&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|8.6mm Chimera}}&lt;br /&gt;
** {{Itemlink|8.6mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|8.6mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|8.6mm Chimera Bipod XM}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Chimera}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Chimera}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Chimera}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Chimera}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Chimera}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|Smart Compensated 8.6mm Chimera}}&lt;br /&gt;
** {{Itemlink|Smart Muzzled 8.6mm Chimera}}&lt;br /&gt;
** {{Itemlink|Smart Rapid 8.6mm Chimera}}&lt;br /&gt;
** {{Itemlink|Smart Scoped 8.6mm Chimera}}&lt;br /&gt;
&lt;br /&gt;
* {{Itemlink|9mm Chimera}}&lt;br /&gt;
** {{Itemlink|9mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|9mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|9mm Chimera Bipod XM}}&lt;br /&gt;
** {{Itemlink|Compensated 9mm Chimera}}&lt;br /&gt;
** {{Itemlink|Compensated 9mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|Compensated 9mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|Muzzled 9mm Chimera}}&lt;br /&gt;
** {{Itemlink|Muzzled 9mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|Muzzled 9mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|Rapid 9mm Chimera}}&lt;br /&gt;
** {{Itemlink|Rapid 9mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|Rapid 9mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|Scoped 9mm Chimera}}&lt;br /&gt;
** {{Itemlink|Scoped 9mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|Scoped 9mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|Smart 9mm Chimera}}&lt;br /&gt;
** {{Itemlink|Smart 9mm Chimera Bipod}}&lt;br /&gt;
** {{Itemlink|Smart 9mm Chimera XM}}&lt;br /&gt;
** {{Itemlink|Smart Compensated 9mm Chimera}}&lt;br /&gt;
** {{Itemlink|Smart Muzzled 9mm Chimera}}&lt;br /&gt;
** {{Itemlink|Smart Rapid 9mm Chimera}}&lt;br /&gt;
** {{Itemlink|Smart Scoped 9mm Chimera}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|8.6mm}}&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:Assault Rifles]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Hornet&amp;diff=31266</id>
		<title>Hornet</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Hornet&amp;diff=31266"/>
		<updated>2017-12-14T05:46:44Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated precision and critical chance bonuses of the Scoped variant to match current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = 7.62mm Hornet&lt;br /&gt;
| tab2 = 8.6mm&lt;br /&gt;
| tab3 = 9mm&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Hornet''' is an [[Assault Rifles|assault rifle]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Hornet is a relatively new bullpup assault rifle model introduced in version [[0.1.12.0]]. It has the most versatile assault rifle frame, as it is available in 7.62mm, 8.6mm and 9mm calibers. Compared to other assault rifles, it has extra burst precision and low AP cost, but also lower critical chance and bonus.&lt;br /&gt;
&lt;br /&gt;
It can be bought in shops, unlike the [[Chimera]] type assault rifle.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Assault Rifle Frame: Hornet]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Assault Rifle}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Caliber ===&lt;br /&gt;
[[File:rifle_assault3_7.62mm.png]] '''7.62mm Hornet''' (11 base AP cost, 30 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault3_8.6mm.png]] '''8.6mm Hornet''' (12 base AP cost, 25 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault3_9mm.png]] '''9mm Hornet''' (14 base AP cost, 20 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:rifle_assault3_8.6mm_scope1.png]] '''Scoped Hornet''' ([[Scope]], +6% precision, +2% critical chance)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault3_8.6mm_scope2.png]] '''Scoped Hornet''' ([[Anatomically-Aware Scope]], +50% critical damage bonus)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault3_8.6mm_scope3.png]] '''Scoped Hornet''' ([[High Resolution Digital Scope]], +10% critical chance)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault3_8.6mm_bipod.png]] '''Hornet Bipod''' ([[Rifle Bipod]], +10% precision, +2 base AP cost)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault3_8.6mm_xm.png]] '''Hornet XM''' ([[Extended Rifle Magazine]], +20% magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault3_8.6mm.png]] '''Compensated Hornet''' ([[Barrel Compensator]], +15% Burst precision)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault3_8.6mm.png]] '''Muzzled Hornet''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault3_8.6mm.png]] '''Rapid Hornet''' ([[Rapid Reloader]], -20% Base AP cost)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault3_smart.png]] '''Smart Hornet''' ([[Smart Module]], increased damage with special attacks)&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|7.62mm Hornet}}&lt;br /&gt;
** {{Itemlink|7.62mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|7.62mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|7.62mm Hornet Bipod XM}}&lt;br /&gt;
** {{Itemlink|Compensated 7.62mm Hornet}}&lt;br /&gt;
** {{Itemlink|Compensated 7.62mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Compensated 7.62mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Muzzled 7.62mm Hornet}}&lt;br /&gt;
** {{Itemlink|Muzzled 7.62mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Muzzled 7.62mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Rapid 7.62mm Hornet}}&lt;br /&gt;
** {{Itemlink|Rapid 7.62mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Rapid 7.62mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Scoped 7.62mm Hornet}}&lt;br /&gt;
** {{Itemlink|Scoped 7.62mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Scoped 7.62mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Smart 7.62mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart 7.62mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Smart 7.62mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Smart Compensated 7.62mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart Muzzled 7.62mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart Rapid 7.62mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart Scoped 7.62mm Hornet}}&lt;br /&gt;
&lt;br /&gt;
* {{Itemlink|8.6mm Hornet}}&lt;br /&gt;
** {{Itemlink|8.6mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|8.6mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|8.6mm Hornet Bipod XM}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Hornet}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Hornet}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Hornet}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Hornet}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Smart Compensated 8.6mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart Muzzled 8.6mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart Rapid 8.6mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart Scoped 8.6mm Hornet}}&lt;br /&gt;
&lt;br /&gt;
* {{Itemlink|9mm Hornet}}&lt;br /&gt;
** {{Itemlink|9mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|9mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|9mm Hornet Bipod XM}}&lt;br /&gt;
** {{Itemlink|Compensated 9mm Hornet}}&lt;br /&gt;
** {{Itemlink|Compensated 9mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Compensated 9mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Muzzled 9mm Hornet}}&lt;br /&gt;
** {{Itemlink|Muzzled 9mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Muzzled 9mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Rapid 9mm Hornet}}&lt;br /&gt;
** {{Itemlink|Rapid 9mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Rapid 9mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Scoped 9mm Hornet}}&lt;br /&gt;
** {{Itemlink|Scoped 9mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Scoped 9mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Smart 9mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart 9mm Hornet Bipod}}&lt;br /&gt;
** {{Itemlink|Smart 9mm Hornet XM}}&lt;br /&gt;
** {{Itemlink|Smart Compensated 9mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart Muzzled 9mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart Rapid 9mm Hornet}}&lt;br /&gt;
** {{Itemlink|Smart Scoped 9mm Hornet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|7.62mm}}&lt;br /&gt;
{{AmmoGroup|8.6mm}}&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:Assault Rifles]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Huszar&amp;diff=31265</id>
		<title>Huszar</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Huszar&amp;diff=31265"/>
		<updated>2017-12-14T05:46:37Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated precision and critical chance bonuses of the Scoped variant to match current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = 8.6mm Huszar&lt;br /&gt;
| tab2 = 9mm&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Huszar''' is an [[Assault Rifles|assault rifle]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Huszar is one of the two original assault rifle models of Underrail. Its frame can use both 8.6mm and 9mm barrels. Compared to other assault rifles, huszars have the worst burst accuracy, highest critical chance and widest damage range, leading to high damage potential but inconsistent damage output.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Assault Rifle Frame: Huszar]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Assault Rifle}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Caliber ===&lt;br /&gt;
[[File:rifle_huszar_8.6mm.png]] '''8.6mm Huszar''' (14 base AP cost, 25 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_huszar_9mm.png]] '''9mm Huszar''' (16 base AP cost, 20 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:rifle_huszar_9mm_scope1.png]] '''Scoped Huszar''' ([[Scope]], +6% precision, +2% critical chance)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_huszar_9mm_scope2.png]] '''Scoped Huszar''' ([[Anatomically-Aware Scope]], +50% critical damage bonus)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_huszar_9mm_scope3.png]] '''Scoped Huszar''' ([[High Resolution Digital Scope]], +10% critical chance)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_huszar_9mm_bipod.png]] '''Huszar Bipod''' ([[Rifle Bipod]], +10% precision, +2 base AP cost) &lt;br /&gt;
&lt;br /&gt;
[[File:rifle_huszar_9mm_xm.png]] '''Huszar XM''' ([[Extended Rifle Magazine]], +20% magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_huszar_9mm.png]] '''Compensated Huszar''' ([[Barrel Compensator]], +15% Burst precision)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_huszar_9mm.png]] '''Muzzled Huszar''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_huszar_9mm.png]] '''Rapid Huszar''' ([[Rapid Reloader]], -20% Base AP cost)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault2_smart.png]] '''Smart Huszar''' ([[Smart Module]], increased damage with special attacks)&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|8.6mm Huszar}}&lt;br /&gt;
** {{Itemlink|8.6mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|8.6mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|8.6mm Huszar Bipod XM}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Huszar}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Huszar}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Huszar}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Huszar}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Huszar}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|Smart Compensated 8.6mm Huszar}}&lt;br /&gt;
** {{Itemlink|Smart Muzzled 8.6mm Huszar}}&lt;br /&gt;
** {{Itemlink|Smart Rapid 8.6mm Huszar}}&lt;br /&gt;
** {{Itemlink|Smart Scoped 8.6mm Huszar}}&lt;br /&gt;
&lt;br /&gt;
* {{Itemlink|9mm Huszar}}&lt;br /&gt;
** {{Itemlink|9mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|9mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|9mm Huszar Bipod XM}}&lt;br /&gt;
** {{Itemlink|Compensated 9mm Huszar}}&lt;br /&gt;
** {{Itemlink|Compensated 9mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|Compensated 9mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|Muzzled 9mm Huszar}}&lt;br /&gt;
** {{Itemlink|Muzzled 9mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|Muzzled 9mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|Rapid 9mm Huszar}}&lt;br /&gt;
** {{Itemlink|Rapid 9mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|Rapid 9mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|Scoped 9mm Huszar}}&lt;br /&gt;
** {{Itemlink|Scoped 9mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|Scoped 9mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|Smart 9mm Huszar}}&lt;br /&gt;
** {{Itemlink|Smart 9mm Huszar Bipod}}&lt;br /&gt;
** {{Itemlink|Smart 9mm Huszar XM}}&lt;br /&gt;
** {{Itemlink|Smart Compensated 9mm Huszar}}&lt;br /&gt;
** {{Itemlink|Smart Muzzled 9mm Huszar}}&lt;br /&gt;
** {{Itemlink|Smart Rapid 9mm Huszar}}&lt;br /&gt;
** {{Itemlink|Smart Scoped 9mm Huszar}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|8.6mm}}&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:Assault Rifles]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Marauder&amp;diff=31264</id>
		<title>Marauder</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Marauder&amp;diff=31264"/>
		<updated>2017-12-14T05:46:16Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated precision and critical chance bonuses of the Scoped variant to match current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = 7.62mm Marauder&lt;br /&gt;
| tab2 = 8.6mm&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Marauder''' is an [[Assault Rifles|assault rifle]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Marauder assault rifle comes in the very common 7.62mm and 8.6mm calibers. Compared to [[Huszar]]s of similar quality and attachments, it has wider damage range and thus less consistent damage output.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Assault Rifle Frame: Marauder]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Assault Rifle}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Caliber ===&lt;br /&gt;
[[File:rifle_marauder_7.62mm.png]] '''7.62mm Marauder''' (13 base AP cost, 30 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_marauder_8.6mm.png]] '''8.6mm Marauder''' (14 base AP cost, 25 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:rifle_marauder_8.6mm_scope1.png]] '''Scoped Marauder''' ([[Scope]], +6% precision, +2% critical chance)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_marauder_8.6mm_scope2.png]] '''Scoped Marauder''' ([[Anatomically-Aware Scope]], +50% critical damage bonus)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_marauder_8.6mm_scope3.png]] '''Scoped Marauder''' ([[High Resolution Digital Scope]], +10% critical chance)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_marauder_8.6mm_bipod.png]] '''Marauder Bipod''' ([[Rifle Bipod]], +10% precision, +2 base AP cost) &lt;br /&gt;
&lt;br /&gt;
[[File:rifle_marauder_8.6mm_xm.png]] '''Marauder XM''' ([[Extended Rifle Magazine]], +20% magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_marauder_8.6mm.png]] '''Compensated Marauder''' ([[Barrel Compensator]], +15% Burst precision)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_marauder_8.6mm.png]] '''Muzzled Marauder''' ([[Muzzle Brake]], 2 Extra burst shots)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_marauder_8.6mm.png]] '''Rapid Marauder''' ([[Rapid Reloader]], -20% Base AP cost)&lt;br /&gt;
&lt;br /&gt;
[[File:rifle_assault1_smart.png]] '''Smart Marauder''' ([[Smart Module]], increased damage with special attacks)&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|7.62mm Marauder}}&lt;br /&gt;
** {{Itemlink|7.62mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|7.62mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|7.62mm Marauder Bipod XM}}&lt;br /&gt;
** {{Itemlink|Compensated 7.62mm Marauder}}&lt;br /&gt;
** {{Itemlink|Compensated 7.62mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|Compensated 7.62mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|Muzzled 7.62mm Marauder}}&lt;br /&gt;
** {{Itemlink|Muzzled 7.62mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|Muzzled 7.62mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|Rapid 7.62mm Marauder}}&lt;br /&gt;
** {{Itemlink|Rapid 7.62mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|Rapid 7.62mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|Scoped 7.62mm Marauder}}&lt;br /&gt;
** {{Itemlink|Scoped 7.62mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|Scoped 7.62mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|Smart 7.62mm Marauder}}&lt;br /&gt;
** {{Itemlink|Smart 7.62mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|Smart 7.62mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|Smart Compensated 7.62mm Marauder}}&lt;br /&gt;
** {{Itemlink|Smart Muzzled 7.62mm Marauder}}&lt;br /&gt;
** {{Itemlink|Smart Rapid 7.62mm Marauder}}&lt;br /&gt;
** {{Itemlink|Smart Scoped 7.62mm Marauder}}&lt;br /&gt;
&lt;br /&gt;
* {{Itemlink|8.6mm Marauder}}&lt;br /&gt;
** {{Itemlink|8.6mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|8.6mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|8.6mm Marauder Bipod XM}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Marauder}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|Compensated 8.6mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Marauder}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|Muzzled 8.6mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Marauder}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|Rapid 8.6mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Marauder}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|Scoped 8.6mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Marauder}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Marauder Bipod}}&lt;br /&gt;
** {{Itemlink|Smart 8.6mm Marauder XM}}&lt;br /&gt;
** {{Itemlink|Smart Compensated 8.6mm Marauder}}&lt;br /&gt;
** {{Itemlink|Smart Muzzled 8.6mm Marauder}}&lt;br /&gt;
** {{Itemlink|Smart Rapid 8.6mm Marauder}}&lt;br /&gt;
** {{Itemlink|Smart Scoped 8.6mm Marauder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|7.62mm}}&lt;br /&gt;
{{AmmoGroup|8.6mm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:Assault Rifles]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Huszar/2&amp;diff=31242</id>
		<title>Template:Huszar/2</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Huszar/2&amp;diff=31242"/>
		<updated>2017-12-12T21:19:19Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated weapon range to match current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = rifle_huszar_9mm.png&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| name        = 9mm Huszar&lt;br /&gt;
| type        = Assault Rifle&lt;br /&gt;
| description = This is 9mm caliber Huszar type assault rifle.&lt;br /&gt;
| damage      = 12-48 (Mechanical)&lt;br /&gt;
| impactspeed = High&lt;br /&gt;
| ap          = 16 AP&lt;br /&gt;
| range       = 14 (optimal: 10)&lt;br /&gt;
| moveprec.   = -5%&lt;br /&gt;
| burstprec.  = {{color|red|-5%}}&lt;br /&gt;
| critchance  = 7%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = 7&lt;br /&gt;
| minskill    = 45&lt;br /&gt;
| ammotype    = 9mm rounds&lt;br /&gt;
| magcap      = 20&lt;br /&gt;
| ammouses    = Use: Unload all the ammo from the weapon.&amp;lt;br&amp;gt;(AP: 5) &lt;br /&gt;
| durability  = 690 / 690 (mechanical)&lt;br /&gt;
| disassembly = [remove this line if item cannot be disassembled]&lt;br /&gt;
| weight      = 4.00&lt;br /&gt;
| value       = 4500&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Huszar/1&amp;diff=31241</id>
		<title>Template:Huszar/1</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Huszar/1&amp;diff=31241"/>
		<updated>2017-12-12T21:19:14Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated weapon range to match current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = rifle_huszar_8.6mm.png&lt;br /&gt;
| itemquality = high&lt;br /&gt;
| name        = 8.6mm Huszar&lt;br /&gt;
| type        = Assault Rifle&lt;br /&gt;
| description = This is 8.6mm caliber Huszar type assault rifle.&lt;br /&gt;
| damage      = 13-40 (Mechanical)&lt;br /&gt;
| impactspeed = High&lt;br /&gt;
| ap          = 14 AP&lt;br /&gt;
| range       = 14 (optimal: 10)&lt;br /&gt;
| moveprec.   = -5%&lt;br /&gt;
| burstprec.  = {{color|red|-5%}}&lt;br /&gt;
| critchance  = 7%&lt;br /&gt;
| critbonus   = 100%&lt;br /&gt;
| minstr      = 7&lt;br /&gt;
| minskill    = 45&lt;br /&gt;
| ammotype    = 8.6mm rounds&lt;br /&gt;
| magcap      = 25&lt;br /&gt;
| ammouses    = Use: Unload all the ammo from the weapon.&amp;lt;br&amp;gt;(AP: 5) &lt;br /&gt;
| durability  = 690 / 690 (mechanical)&lt;br /&gt;
| disassembly = [remove this line if item cannot be disassembled]&lt;br /&gt;
| weight      = 4.00&lt;br /&gt;
| value       = 4500&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Laser_Pistol&amp;diff=31165</id>
		<title>Laser Pistol</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Laser_Pistol&amp;diff=31165"/>
		<updated>2017-12-09T18:09:25Z</updated>

		<summary type="html">&lt;p&gt;Hazard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated|reason=1.0.3 changes: Laser pistol usage energy cost reduced by 20%}}&lt;br /&gt;
{{tabbed infobox&lt;br /&gt;
| tab1 = Basic model&lt;br /&gt;
| tab2 = Amplified&lt;br /&gt;
| tab3 = Smart&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Laser Pistol''' is a type of [[Energy Pistols|energy pistol]]. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Unlike firearms, laser pistols deal {{Energy}} damage which easily penetrates most armors, but they have a slightly lower damage potential than a firearm of similar quality. Laser pistols are more precise than conventional firearms. They can use any kind of batteries as their ammo. &lt;br /&gt;
&lt;br /&gt;
Compared to [[Plasma Pistol]]s, laser pistols have lower AP cost and damage per shot, higher precision and range.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Laser Pistol can be crafted with [[Blueprint: Energy Pistol]].&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
Quality of the emitter determines the damage potential and durability of energy weapons. &lt;br /&gt;
&lt;br /&gt;
=== Energy core ===&lt;br /&gt;
[[File:Laser Pistol plasmacore.png]] '''Plasma core'''&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:LaserPistol.png]] '''Basic model'''&lt;br /&gt;
&lt;br /&gt;
[[File:Amplified Laser Pistol.png]] '''Amplified''' (increased critical damage bonus)&lt;br /&gt;
&lt;br /&gt;
[[File:Smart Laser Pistol.png]] '''Smart''' (increases damage of special attacks)&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* {{Itemlink|Laser Pistol}}&lt;br /&gt;
** {{Itemlink|Amplified Laser Pistol}}&lt;br /&gt;
** {{Itemlink|Smart Laser Pistol}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|energy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:Energy weapons]]&lt;br /&gt;
[[Category:Pistols]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Laser_Pistol/3&amp;diff=31164</id>
		<title>Template:Laser Pistol/3</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Laser_Pistol/3&amp;diff=31164"/>
		<updated>2017-12-09T18:08:42Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated base AP cost.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Smart Laser Pistol.png&lt;br /&gt;
| itemquality  = high&lt;br /&gt;
| name         = Smart Laser Pistol&lt;br /&gt;
| type         = Pistol&lt;br /&gt;
| description  = This is a laser pistol powered by a plasma core. It sports a module that runs targeting assistance software which increases efficiency of precision shots.&lt;br /&gt;
| damage       = 12-17 {{color|aqua|(Energy)}}&lt;br /&gt;
| impactspeed  = Very High&lt;br /&gt;
| ap           = 15 AP&lt;br /&gt;
| range        = 10 (optimal: 7)&lt;br /&gt;
| precision    = +5%&lt;br /&gt;
| critchance   = 6%&lt;br /&gt;
| critbonus    = 100%&lt;br /&gt;
| capabilities = &lt;br /&gt;
| onequip      = Damage of special attacks increased by 30%&lt;br /&gt;
| energy/shot  = 5.4&lt;br /&gt;
| energy       = 50&lt;br /&gt;
| durability   = 690 / 690 (electronic)&lt;br /&gt;
| disassembly  = [remove this line if item cannot be disassembled]&lt;br /&gt;
| weight       = 2.25&lt;br /&gt;
| value        = 13600&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Laser_Pistol/2&amp;diff=31163</id>
		<title>Template:Laser Pistol/2</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Laser_Pistol/2&amp;diff=31163"/>
		<updated>2017-12-09T18:07:13Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated base AP cost.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Amplified Laser Pistol.png&lt;br /&gt;
| itemquality  = high&lt;br /&gt;
| name         = Amplified Laser Pistol&lt;br /&gt;
| type         = Pistol&lt;br /&gt;
| description  = This is a laser pistol powered by a plasma core. It sports a circular wave amplifier that periodically amplifies energy output. &lt;br /&gt;
| damage       = 12-17 {{color|aqua|(Energy)}}&lt;br /&gt;
| impactspeed  = Very High&lt;br /&gt;
| ap           = 15 AP&lt;br /&gt;
| range        = 10 (optimal: 7)&lt;br /&gt;
| precision    = +5%&lt;br /&gt;
| critchance   = 6%&lt;br /&gt;
| critbonus    = 185%&lt;br /&gt;
| capabilities = &lt;br /&gt;
| onequip      = &lt;br /&gt;
| energy/shot  = 5.4&lt;br /&gt;
| energy       = 50&lt;br /&gt;
| durability   = 690 / 690 (electronic)&lt;br /&gt;
| disassembly  = [remove this line if item cannot be disassembled]&lt;br /&gt;
| weight       = 2.20&lt;br /&gt;
| value        = 13300&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Template:Laser_Pistol/1&amp;diff=31162</id>
		<title>Template:Laser Pistol/1</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Template:Laser_Pistol/1&amp;diff=31162"/>
		<updated>2017-12-09T18:06:32Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Updated base AP cost.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Laser Pistol plasmacore.png&lt;br /&gt;
| itemquality  = high&lt;br /&gt;
| name         = Laser Pistol&lt;br /&gt;
| type         = Pistol&lt;br /&gt;
| description  = This is a laser pistol powered by a plasma core.&lt;br /&gt;
| damage       = 12-17 {{color|aqua|(Energy)}}&lt;br /&gt;
| impactspeed  = Very High&lt;br /&gt;
| ap           = 15 AP&lt;br /&gt;
| range        = 10 (optimal: 7)&lt;br /&gt;
| precision    = +5%&lt;br /&gt;
| critchance   = 6%&lt;br /&gt;
| critbonus    = 100%&lt;br /&gt;
| capabilities = &lt;br /&gt;
| onequip      = &lt;br /&gt;
| energy/shot  = 4&lt;br /&gt;
| energy       = 50&lt;br /&gt;
| durability   = 690 / 690 (electronic)&lt;br /&gt;
| disassembly  = [remove this line if item cannot be disassembled]&lt;br /&gt;
| weight       = 2.10&lt;br /&gt;
| value        = 10600&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Combat_Stats&amp;diff=23697</id>
		<title>Combat Stats</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Combat_Stats&amp;diff=23697"/>
		<updated>2017-01-18T13:53:55Z</updated>

		<summary type="html">&lt;p&gt;Hazard: /* text-bottom|link= Shielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page explains statistics seen in the '''Combat Stats''' {{Key|C}} menu and certain other statistics that aren't listed anywhere.&lt;br /&gt;
&lt;br /&gt;
= Combat Stats: Base =&lt;br /&gt;
== [[File:Bleeding Wound.png|text-bottom|link=]] State ==&lt;br /&gt;
;Health&lt;br /&gt;
: Shows current and maximum health points. When your current health point reach zero, you die.&lt;br /&gt;
: Derived from character level and [[Constitution]]. Can be affected by feats and items. Player character has '''50%''' bonus health. If playing on easy or hard difficulty, player health is 2x or 2/3 of the normal value.&lt;br /&gt;
&lt;br /&gt;
;Shield&lt;br /&gt;
: Shows current and maximum shield points. Whenever you're hit, the shield will absorb certain amount of damage depending on the impact speed of the attack as long as you have shield points lefts. Shields will also slowly deplete on their own while turned on.&lt;br /&gt;
: Only shows up when you have a [[Shield Emitter]] equipped.&lt;br /&gt;
&lt;br /&gt;
;Psi&lt;br /&gt;
: Not shown on characters who lack [[Psi Empathy]]. Shows current and maximum psi points, as well as psi regeneration per turn. Psi is used to invoke [[Psi abilities|psionic abilities]].&lt;br /&gt;
: Starts at 100. No longer derived from character level and Will as of version [[0.1.14.0]], but can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Healing Effectiveness&lt;br /&gt;
: Shows the number at which any incoming healing will be modified.&lt;br /&gt;
: Starts at 100%. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_base_abilities.png|text-bottom|link=]] Base Abilities ==&lt;br /&gt;
{{main|Base Abilities}}&lt;br /&gt;
Your effective base ability scores are listed in the combat stats menu. Any bonuses and penalties you may have to their base values are included in these scores.&lt;br /&gt;
&lt;br /&gt;
;Strength&lt;br /&gt;
: Strength measures your character's muscle power. It affects melee damage and carry capacity. It's also important for characters who intend to use heavier weapons (such as sniper and assault rifles and sledgehammers).&lt;br /&gt;
&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, throwing knives and fist weapons)&lt;br /&gt;
&lt;br /&gt;
;Agility&lt;br /&gt;
: Agility represents character's reflexes, fleet-footedness, jumping ability, as well as affinity towards other athletic and acrobatic activities. Among other things it affects dodge, evasion, initiative and movement points. It also allows the character to move more quietly, increasing the stealth performance.&lt;br /&gt;
&lt;br /&gt;
;Constitution&lt;br /&gt;
: Constitution represents the health and general stamina of your character. It is important for all types of characters, but especially for those who plan on making the armor suit their main defense. It also helps prevent or lessen the effects of poisons and diseases.&lt;br /&gt;
&lt;br /&gt;
;Perception&lt;br /&gt;
: Perception represents character's ability to discern objects from far away as well as to notice hidden things in their vicinity. It helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures.&lt;br /&gt;
&lt;br /&gt;
;Will&lt;br /&gt;
: Will measures your character's mental determination to see to his action regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects all psi disciplines as well as psi point regeneration.&lt;br /&gt;
&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also affects psi point regeneration.&lt;br /&gt;
&lt;br /&gt;
= Combat Stats: Defense =&lt;br /&gt;
== [[File:Aphobia.png|text-bottom|link=]] Defense ==&lt;br /&gt;
Attacks and [[status effects]] can be resisted ''(ie. completely avoided)'' with Dodge, Evasion, Fortitude and Resolve, depending on the attack's type.&lt;br /&gt;
&lt;br /&gt;
These four saving throws are checked against attacker's relevant skill, ''e.g. An attack with [[Frighten]] would test attacker's [[Thought Control]] vs. defender's [[Resolve]].''[http://underrail.com/forums/index.php?topic=895.msg5014#msg5014]&lt;br /&gt;
&lt;br /&gt;
The chance to resist status effects this way is capped at '''65%'''.[http://underrail.com/forums/index.php?topic=328.0]&lt;br /&gt;
The chance to avoid attacks with dodge or evasion is capped at '''60%'''.[http://underrail.com/forums/index.php?topic=794.msg4438#msg4438]&lt;br /&gt;
&lt;br /&gt;
;Dodge&lt;br /&gt;
: Increases your chance to avoid melee attacks.&lt;br /&gt;
: Equal to your effective Dodge skill. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Evasion&lt;br /&gt;
: Increases your chance to avoid ranged attacks and also decreases the damage taken from area of effect attacks.&lt;br /&gt;
: Equal to your effective Evasion skill. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Fortitude&lt;br /&gt;
: Increases the chance to resist some negative status effects, such as stun and incapacitation, caused by direct physical trauma.&lt;br /&gt;
: Derived from character level and Constitution (60%), Strength (20%) and Will (20%).&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Increases the chance to resist some negative status effects, such as stun and incapacitation, caused by mental stress and also reduces damage or duration of certain psionic attacks that target the mind directly.&lt;br /&gt;
: Derived from character level and Will. Can be affected by items and status effects.&lt;br /&gt;
&lt;br /&gt;
;Crit. chance&lt;br /&gt;
: Modifies the chance you'll get critically hit with weapons and unarmed attacks.&lt;br /&gt;
: Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Armor penalty&lt;br /&gt;
: Reduces dodge, evasion, stealth and movement points.&lt;br /&gt;
: Derived from the armor pieces you're wearing. Can be affected by feats. It is capped at '''95%'''.[http://underrail.com/forums/index.php?topic=330.0]&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_shielding.png|text-bottom|link=]] Shielding ==&lt;br /&gt;
[[Shield Emitter|Energy shields]] can absorb certain amounts of damage based on the damage's impact speed. Slower impact speeds are generally better against energy shields.&lt;br /&gt;
&lt;br /&gt;
Shield Capacity is the total amount of damage the shield can absorb when fully charged.&lt;br /&gt;
&lt;br /&gt;
All physical damage sources have an '''Impact Speed''', which is one of the following:&lt;br /&gt;
: '''{{color|teal|Very Low}}''' — Melee attacks&lt;br /&gt;
: '''{{color|DarkSlateGray|Low}}''' — Slow projectiles (considerably slower than bullets, such as crossbow bolts and cryokinesis)&lt;br /&gt;
: '''{{color|gray|Medium}}''' — Pistol and SMG bullets, shrapnel (from frag grenades/mines)&lt;br /&gt;
: '''{{color|DarkSalmon|Fast}}''' — Explosives, extremely fast projectiles (such as those fired from sniper and assault rifles)&lt;br /&gt;
: '''{{color|Salmon|Very Fast}}''' — Lasers, plasma, electrical attacks&lt;br /&gt;
&lt;br /&gt;
Additionally, most light melee attacks will ignore certain amount of shield.&lt;br /&gt;
: '''60%''' — Typical knives&lt;br /&gt;
: '''80%''' — Typical fist weapons&lt;br /&gt;
: '''100%''' — Unarmed&lt;br /&gt;
&lt;br /&gt;
== [[File:items components steel plates.png|text-bottom|link=]] Resistances ==&lt;br /&gt;
All characters have '''Damage Resistance''', '''Damage Threshold''' and '''Damage Modifier''' for each damage type, shown as '''DR% / DT (DM%)'''. They are derived from equipped and/or natural armor and other modifiers such as feats, equipment and temporary drug effects.&lt;br /&gt;
&lt;br /&gt;
Resistance is a percentage reduction, whilst threshold is a flat number reduction. Only the greater of the two reductions will be applied against any one attack, not both. Damage modifier, normally 100%, is applied to the portion of damage that goes through shields and armor resistance/threshold.&lt;br /&gt;
&lt;br /&gt;
The resistible damage types are&lt;br /&gt;
{{Mechanical}},&lt;br /&gt;
{{Heat}},&lt;br /&gt;
{{Cold}},&lt;br /&gt;
{{Electricity}},&lt;br /&gt;
{{Acid}},&lt;br /&gt;
{{Energy}} and&lt;br /&gt;
{{Bio}}.&lt;br /&gt;
&lt;br /&gt;
=== Irresistible damage ===&lt;br /&gt;
Certain sources of damage, such as poison or direct mind damage, completely ignore armor resistances and thresholds, but not damage modifier.&lt;br /&gt;
&lt;br /&gt;
* The bio damage from [[poison]]s ignores armor, but the initial attack delivering poison must penetrate armor for the poison to take effect. Poison damage can be reduced with damage modifier.&lt;br /&gt;
* Some thought control psi abilities deal irresistible mental damage, which can be reduced by Resolve. Mitigation for this is capped at '''~40%'''.&lt;br /&gt;
** [[Neural Overload]]&lt;br /&gt;
** [[Bilocation]]&lt;br /&gt;
** [[Psi-cognitive Interruption]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Icon_subterfuge.png|text-bottom|text-bottom|link=]] Subterfuge ==&lt;br /&gt;
;Stealth&lt;br /&gt;
: Indicates how well you can move undetected. The higher your stealth rating is in comparison to enemy's detection the longer it will take for you to be discovered. If your stealth is much too lower than the detection rating, you will be discovered instantly at maximum range.&lt;br /&gt;
: Equal to your effective Stealth skill. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Detection&lt;br /&gt;
: Indicates how quickly you discover hidden characters. Finding secret areas is based purely on Perception instead of Detection.&lt;br /&gt;
: Derived from character level and Perception. Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Trap Detection&lt;br /&gt;
: Indicates how well you discover traps.&lt;br /&gt;
: Derived from detection rating and traps skill.&lt;br /&gt;
&lt;br /&gt;
= Combat Stats: Offense =&lt;br /&gt;
== [[File:Icon_weapon.png|text-bottom|link=]] Weapon ==&lt;br /&gt;
;Damage&lt;br /&gt;
: Current weapon normal attack damage range.&lt;br /&gt;
: Derived from active weapon. Affected by relevant weapon skill and [[strength]] bonus for melee weapons.&lt;br /&gt;
&lt;br /&gt;
;Action Points&lt;br /&gt;
: Action points required to perform a normal attack with the current weapon.&lt;br /&gt;
: Derived from active weapon. Can be affected by feats, items and [[dexterity]] bonus for light weapons.&lt;br /&gt;
&lt;br /&gt;
;Impact Speed&lt;br /&gt;
: Impact speed of the weapon attack.&lt;br /&gt;
: Derived from active weapon. Affects [[#shielding|energy shield]] penetration.&lt;br /&gt;
&lt;br /&gt;
;Critical chance&lt;br /&gt;
: Chance to score a critical hit with a normal attack of the current weapon.&lt;br /&gt;
: Derived from active weapon. Can be affected by feats, items and [[dexterity]] bonus for melee weapons.&lt;br /&gt;
&lt;br /&gt;
;Critical bonus&lt;br /&gt;
: Damage bonus applied when the current weapon scores a critical hit.&lt;br /&gt;
: Derived from active weapon. Can be affected by feats.&lt;br /&gt;
&lt;br /&gt;
;Special attack bonus&lt;br /&gt;
: Increases the damage done by [[:Category:Attacks|special attacks]].&lt;br /&gt;
: Starts at 0%. Increased by smart modules and goggles.&lt;br /&gt;
&lt;br /&gt;
;Initiative&lt;br /&gt;
: Influences how quickly you'll get your turn when the combat starts.&lt;br /&gt;
: Base initiative is '''5''' + agility + dexterity.&lt;br /&gt;
:* At the start of the combat, each combat participant randomly adds '''1-15''' points to the base initiative.&lt;br /&gt;
:* The modified value is used when sorting the turn order.&lt;br /&gt;
::: Exception: when the player initiates combat manually {{key|Enter}} or by simply attacking. In this case the player will always act first, but the AP cost of the opening attack/action will be deducted from the player's first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors.&lt;br /&gt;
:* Initiating combat from stealth adds 100 to initiative.&lt;br /&gt;
&lt;br /&gt;
;Range&lt;br /&gt;
: Maximum range of the current weapon.&lt;br /&gt;
: Derived from active weapon.&lt;br /&gt;
&lt;br /&gt;
;Optimal Range&lt;br /&gt;
: Optimal range of the current weapon. Beyond this point the precision starts dropping more quickly.&lt;br /&gt;
: Derived from active weapon.&lt;br /&gt;
&lt;br /&gt;
== [[File:Psisynergy.png|text-bottom|link=]] Psionics ==&lt;br /&gt;
;Skill&lt;br /&gt;
: Effective skill level when invoking psionic abilities of currently selected psi school.&lt;br /&gt;
&lt;br /&gt;
;Critical chance&lt;br /&gt;
: Chance to score a critical hit when invoking psionic abilities  of currently selected psi school.&lt;br /&gt;
: Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Critical bonus&lt;br /&gt;
: Damage bonus applied when you score a critical hit with psionic abilities of currently selected psi school.&lt;br /&gt;
: Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
;Psi cost&lt;br /&gt;
: Psi cost point modifier for psi abilities  of currently selected psi school.&lt;br /&gt;
: Can be affected by feats and items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Unlisted statistics =&lt;br /&gt;
These statistics aren't listed in the combat menu or any other menus.&lt;br /&gt;
&lt;br /&gt;
== [[File:Hit_and_run_icon.png|text-bottom|link=]] Action and movement points ==&lt;br /&gt;
* All characters have '''50 AP'''. They can be used for any action, including moving. Most actions consume AP, but there are exceptions. ''(e.g. [[Special Tactics]])''&lt;br /&gt;
:: Wearing heavy armor without meeting its strength requirement will reduce action points.[http://underrail.com/forums/index.php?topic=330.0]&lt;br /&gt;
:: AP can be temporarily increased or decreased. Maximum AP cannot drop below 35.&lt;br /&gt;
&lt;br /&gt;
* Character base movement points equal '''30''' + extra '''3''' points for every point in agility above '''5'''. Movement points can only be used for moving.&lt;br /&gt;
:: Movement points are affected by [[agility]], armor penalty or bonus, [[encumberance]] and some [[feats]].&lt;br /&gt;
:: Most effects that change movement points also change real-time movement speed.&lt;br /&gt;
:: Some creatures, such [[dog]]s and [[spawn]], have natural bonus to movement points.&lt;br /&gt;
&lt;br /&gt;
== [[File:Level_Up.png|text-bottom|link=]] Character level ==&lt;br /&gt;
{{main|Experience}}&lt;br /&gt;
&lt;br /&gt;
== [[File:Aimed_shot_icon.png|text-bottom|link=]] Precision ==&lt;br /&gt;
{{main|Precision}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Player character]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Bernard&amp;diff=23689</id>
		<title>Bernard</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Bernard&amp;diff=23689"/>
		<updated>2017-01-15T16:29:37Z</updated>

		<summary type="html">&lt;p&gt;Hazard: /* Super Steel smelting */ Smelting time from 40 minutes down to 30.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Bernard&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = wrk1_l.png&lt;br /&gt;
| background = Foundry.png&lt;br /&gt;
| level      = 1&lt;br /&gt;
| health     = 130&lt;br /&gt;
| image      = Bernand model.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Gloria's operator&amp;lt;br&amp;gt;Super Steel smelter&lt;br /&gt;
| location   = [[Foundry]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Bernard''' is the keeper of Gloria, Foundry's huge old electric arc furnace that has fallen to a state of disrepair.&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
=== Quests ===&lt;br /&gt;
* [[Fix Gloria]]: Fix the furnace.&lt;br /&gt;
* [[Kill the Beast]]: Bernard can explain how to operate Gloria.&lt;br /&gt;
&lt;br /&gt;
=== Super Steel smelting ===&lt;br /&gt;
Once Gloria has been fixed and the beast is gone, Bernard offers use Gloria to smelt [[Stygian Coin]]s into [[Super Steel Plates]]. A single set of super steel plates needs 3000 stygian coins and 30 minutes. The quality of plates you get is random, ranging from 70 to 160.[http://underrail.com/forums/index.php?topic=1226.msg6820#msg6820] Bernard can work on one, two or three sets of super steel plates at once. The random quality is rolled when the smelting procedure begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Foundry characters]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Super_Health_Hypo&amp;diff=23671</id>
		<title>Blueprint: Super Health Hypo</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Super_Health_Hypo&amp;diff=23671"/>
		<updated>2017-01-15T15:09:19Z</updated>

		<summary type="html">&lt;p&gt;Hazard: /* Locations */ Phyllis removed, she's not guaranteed to always sell the blueprint.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = items_devices_blueprint.png&lt;br /&gt;
| itemquality  = rarity&lt;br /&gt;
| name         = Blueprint: Super Health Hypo&lt;br /&gt;
| type         = Blueprint&lt;br /&gt;
| description  = Contains instructions on how to create a super health hypo.&lt;br /&gt;
| capabilities = Use: Download blueprint into your wristpad.&lt;br /&gt;
| weight       = 0.05&lt;br /&gt;
| value        = 1500&lt;br /&gt;
| description2 = Super health hypo can be created by mixing healthy animal blood, fusing enzyme, gyromitrin, and, curiously, crawler poison.&lt;br /&gt;
| component1   = Blood (x5)&lt;br /&gt;
| component2   = Fusing Enzyme&lt;br /&gt;
| component3   = Gyromitrin (x3)&lt;br /&gt;
| component4   = Crawler Poison&lt;br /&gt;
| component5   = Syringe (x2)&lt;br /&gt;
| datafile     = Blueprints\SuperHealthHypo.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Produces 2x [[Super Health Hypo]].&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* [[Biology]] 100&lt;br /&gt;
&lt;br /&gt;
== Supported parts ==&lt;br /&gt;
;Blood (x5)&lt;br /&gt;
* [[Blood]]&lt;br /&gt;
&lt;br /&gt;
;Fusing Enzyme&lt;br /&gt;
* [[Fusing Enzyme]]&lt;br /&gt;
&lt;br /&gt;
;Gyromitrin (x3)&lt;br /&gt;
* [[Gyromitrin]]&lt;br /&gt;
&lt;br /&gt;
;Crawler Poison&lt;br /&gt;
* [[Crawler Poison]]&lt;br /&gt;
&lt;br /&gt;
;Syringe (x2)&lt;br /&gt;
* [[Syringe]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Found in the [[West Wing]] of [[Institute of Tchort]], on shelves near burrowers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Blueprint navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Blueprints|Super Health Hypo]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Forward_Grip&amp;diff=23669</id>
		<title>Forward Grip</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Forward_Grip&amp;diff=23669"/>
		<updated>2017-01-15T14:51:53Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Item description updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image       = items_components_foregrip.png&lt;br /&gt;
| itemquality = normal&lt;br /&gt;
| name        = Forward Grip&lt;br /&gt;
| type        = Component&lt;br /&gt;
| description = A forward grip is designed to attach to a submachine gun (and some other firearms) for the forward hand to improve weapon stability during burst fire.&lt;br /&gt;
| skillsreq   = :Mechanics 30&lt;br /&gt;
| weight      = 0.20&lt;br /&gt;
| value       = 850&lt;br /&gt;
| datafile    = Components\Weapons\VerticalForegrip.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Forward Grip]] is a firearm part.&lt;br /&gt;
&lt;br /&gt;
It increases burst precision by 10%.&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
* [[Blueprint: SMG]] (optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Component navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Components]]&lt;br /&gt;
[[Category:SMG Enhancements]]&lt;br /&gt;
[[Category:Firearm parts]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Blueprint:_Super_Health_Hypo&amp;diff=23668</id>
		<title>Talk:Blueprint: Super Health Hypo</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Blueprint:_Super_Health_Hypo&amp;diff=23668"/>
		<updated>2017-01-15T14:50:09Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Created page with &amp;quot;How is a guaranteed location defined in this case? Several times when I've checked Phyllis hasn't had Super Health Hypo in stock. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How is a guaranteed location defined in this case? Several times when I've checked Phyllis hasn't had Super Health Hypo in stock. [[User:Hazard|Hazard]] ([[User talk:Hazard|talk]]) 08:50, 15 January 2017 (CST)&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Forward_Grip&amp;diff=23665</id>
		<title>Talk:Forward Grip</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Forward_Grip&amp;diff=23665"/>
		<updated>2017-01-15T14:09:02Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Created page with &amp;quot;The current (experimental branch of version 1.0.2.2) in-game description of a forward grip includes the following extra bolded part not present here in the wiki: &amp;quot;...to attach...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The current (experimental branch of version 1.0.2.2) in-game description of a forward grip includes the following extra bolded part not present here in the wiki: &amp;quot;...to attach to a submachine gun '''(and some other firearms)''' for the forward hand...&amp;quot;. Is the in-game version outdated, or does the experimental branch simply contain changes made in preparation of the Expedition DLC? I'm wondering whether or not the page should be changed or not.&lt;br /&gt;
[[User:Hazard|Hazard]] ([[User talk:Hazard|talk]]) 08:09, 15 January 2017 (CST)&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Super_Health_Hypo&amp;diff=23664</id>
		<title>Blueprint: Super Health Hypo</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Super_Health_Hypo&amp;diff=23664"/>
		<updated>2017-01-14T23:13:37Z</updated>

		<summary type="html">&lt;p&gt;Hazard: /* Locations */ Constantine sometimes also sells this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = items_devices_blueprint.png&lt;br /&gt;
| itemquality  = rarity&lt;br /&gt;
| name         = Blueprint: Super Health Hypo&lt;br /&gt;
| type         = Blueprint&lt;br /&gt;
| description  = Contains instructions on how to create a super health hypo.&lt;br /&gt;
| capabilities = Use: Download blueprint into your wristpad.&lt;br /&gt;
| weight       = 0.05&lt;br /&gt;
| value        = 1500&lt;br /&gt;
| description2 = Super health hypo can be created by mixing healthy animal blood, fusing enzyme, gyromitrin, and, curiously, crawler poison.&lt;br /&gt;
| component1   = Blood (x5)&lt;br /&gt;
| component2   = Fusing Enzyme&lt;br /&gt;
| component3   = Gyromitrin (x3)&lt;br /&gt;
| component4   = Crawler Poison&lt;br /&gt;
| component5   = Syringe (x2)&lt;br /&gt;
| datafile     = Blueprints\SuperHealthHypo.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Produces 2x [[Super Health Hypo]].&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* [[Biology]] 100&lt;br /&gt;
&lt;br /&gt;
== Supported parts ==&lt;br /&gt;
;Blood (x5)&lt;br /&gt;
* [[Blood]]&lt;br /&gt;
&lt;br /&gt;
;Fusing Enzyme&lt;br /&gt;
* [[Fusing Enzyme]]&lt;br /&gt;
&lt;br /&gt;
;Gyromitrin (x3)&lt;br /&gt;
* [[Gyromitrin]]&lt;br /&gt;
&lt;br /&gt;
;Crawler Poison&lt;br /&gt;
* [[Crawler Poison]]&lt;br /&gt;
&lt;br /&gt;
;Syringe (x2)&lt;br /&gt;
* [[Syringe]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Found in the [[West Wing]] of [[Institute of Tchort]], on shelves near burrowers.&lt;br /&gt;
* Sold by both [[Phyllis]] and [[Constantine]] in [[Oculus]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Blueprint navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Blueprints|Super Health Hypo]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Pistols&amp;diff=23661</id>
		<title>Pistols</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Pistols&amp;diff=23661"/>
		<updated>2017-01-14T11:58:35Z</updated>

		<summary type="html">&lt;p&gt;Hazard: /* Chemical pistols */ Low range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pistols''' are [[weapons]]. They use the [[Guns]] skill, but do not have minimum skill requirement associated with them. Firearm pistols come in 5mm, 7.62mm, 8.6mm, 9mm and .44 calibers. There are also chemical and energy pistols.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Low caliber models can be [[Noise|silenced]]&lt;br /&gt;
&lt;br /&gt;
=== Energy pistols ===&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
&lt;br /&gt;
=== Chemical pistols ===&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Low range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== Firearms ===&lt;br /&gt;
;Craftable&lt;br /&gt;
* [[Hawker]] — mediocre damage spread&lt;br /&gt;
* [[Hammerer]] — high damage spread&lt;br /&gt;
* [[Neo Luger]] — low damage spread, bonus to precision&lt;br /&gt;
* [[Falchion]] (crafting only) — highest critical chance&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* [[Bieretta 99]]&lt;br /&gt;
* [[Gluck 17]]&lt;br /&gt;
* [[TT3000]]&lt;br /&gt;
* [[W&amp;amp;S .44 Magnum]]&lt;br /&gt;
* [[Wasteland Hawk]]&lt;br /&gt;
* [[ZC 99]]&lt;br /&gt;
&lt;br /&gt;
=== Chemical pistols ===&lt;br /&gt;
Chemical pistols deal less damage than firearms of comparable quality, but pierce energy shields easily and deal special damage types and have additional on-hit effects.&lt;br /&gt;
&lt;br /&gt;
;Craftable&lt;br /&gt;
* [[Acid Blob Pistol]] — deals acid damage, can entangle targets&lt;br /&gt;
* [[Cryoliquid Blob Pistol]] — deals cold damage, chills targets, can freeze targets&lt;br /&gt;
* [[Incendiary Blob Pistol]] — deals heat damage, can set tagets on fire&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* [[XAL-001 Pistol]] — prototype improved acid pistol&lt;br /&gt;
&lt;br /&gt;
=== Energy pistols ===&lt;br /&gt;
Energy pistols deal less damage than firearms of comparable quality and cannot pierce energy shields easily, but deal special damage types and other&lt;br /&gt;
&lt;br /&gt;
;Craftable&lt;br /&gt;
* [[Electroshock Pistol]] — deals electricity damage, hits multiple targets, stuns primary target&lt;br /&gt;
* [[Laser Pistol]] — deals energy damage&lt;br /&gt;
* [[Plasma Pistol]] — deals energy/heat damage, high critical damage bonus&lt;br /&gt;
&lt;br /&gt;
;Unique&lt;br /&gt;
* [[Phase Gun]] — deals extra damage to energy shields&lt;br /&gt;
&lt;br /&gt;
== Pistol feats ==&lt;br /&gt;
* [[Aimed Shot]]&lt;br /&gt;
* [[Execute]]&lt;br /&gt;
* [[Gunslinger]]&lt;br /&gt;
* [[Kneecap Shot]]&lt;br /&gt;
* [[Point Shot]]&lt;br /&gt;
* [[Rapid Fire]]&lt;br /&gt;
* [[Sharpshooter]]&lt;br /&gt;
* [[Steadfast Aim]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Guns| Pistols]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=23660</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Weapons&amp;diff=23660"/>
		<updated>2017-01-14T11:57:50Z</updated>

		<summary type="html">&lt;p&gt;Hazard: /* Guns */ Chemical pistols low range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a complete list of weapon (item) variations|:Category:Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
'''Weapons''' and other means of offense in Underrail are split into 8 skills: '''guns''', '''throwing''', '''crossbows''', '''melee''', '''traps''' and the psionic disciplines of '''thought control''', '''psychokinesis''' and '''metathermics'''.&lt;br /&gt;
: [[Guns]] includes firearms, chemical weapons and energy weapons. They are further split into pistols, SMGs, assault rifles and sniper rifles.&lt;br /&gt;
: [[Throwing]] utilities are further split into throwing knives, standard grenades, special grenades and miscellanous throwing tools.&lt;br /&gt;
: [[Crossbows]] have no subcategories, but can use a wide variety of special bolts.&lt;br /&gt;
: [[Melee]] weapons are further split into fist weapons, knives, sledgehammers and other melee weapons. Unarmed is also governed by the melee skill.&lt;br /&gt;
: [[Traps]] are supporting means of offense, classified as a subterfuge skill rather than direct offensive skill.&lt;br /&gt;
: [[Thought Control]] psionic abilities affect the minds of living targets to damage and control them.&lt;br /&gt;
: [[Psychokinesis]] psionic abilities consist of telekinetic manipulation and electricity projection.&lt;br /&gt;
: [[Metathermics]] psionic abilities control temperature, creating fire and ice for various purposes.&lt;br /&gt;
&lt;br /&gt;
[[Feats]] often enhance or work with only some types of weapons, ''e.g. [[Snipe]] requires a crossbow or sniper rifle, [[Lightning Punches]] works with unarmed and fist weapons, [[Gunslinger]] only affects firearm-type pistols, [[Spec Ops]] affects SMG burst attacks and flashbangs.''&lt;br /&gt;
&lt;br /&gt;
=== Guns ===&lt;br /&gt;
{{main|Guns}}&lt;br /&gt;
&lt;br /&gt;
Guns are weapons. Includes all types and models of firearms and also chemical/energy weapons. All firearms deal {{mechanical}} damage, but can use various types of [[Ammo]], such as armor-piercing. Chemical and energy weapons increase the versatility of guns with special damage types and effects. Pistols have the advantage of having no skill requirement, so every character can use them to some effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Firearms&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pistol.png|25px|link=Pistols]] [[Pistols]]&lt;br /&gt;
! [[File:smg.png|25px|link=SMGs]] [[SMGs]]&lt;br /&gt;
! [[File:AssaultRifle.png|25px|link=Assault Rifles]] [[Assault Rifles]]&lt;br /&gt;
! [[File:Sniper.png|25px|link=Sniper Rifles]] [[Sniper Rifles]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Only firearm with no skill requirement (any character can be fairly efficient with it)&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* AP cost and damage vary greatly with caliber&lt;br /&gt;
* No moving penalty (can move and shoot without precision penalty)&lt;br /&gt;
* No melee penalty (enemies in melee range do not reduce your precision)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Loud, but low calibers can be silenced&lt;br /&gt;
* No moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium range&lt;br /&gt;
* Very low AP cost burst firing compared to assault rifles&lt;br /&gt;
* Moderate skill requirement&lt;br /&gt;
|&lt;br /&gt;
* Single and burst fire&lt;br /&gt;
* Slight moving penalty&lt;br /&gt;
* No melee penalty&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* High damage output, especially with short range burst&lt;br /&gt;
* Very loud&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* Moderate strength requirement (6-7)&lt;br /&gt;
|&lt;br /&gt;
* Powerful single shot attack, great against armored targets&lt;br /&gt;
* High moving and melee penalties&lt;br /&gt;
* Highest range&lt;br /&gt;
* High skill requirement&lt;br /&gt;
* High damage output (especially from stealth)&lt;br /&gt;
* Very loud&lt;br /&gt;
* Low strength requirement (5)&lt;br /&gt;
* High precision when firing without interference&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;| Other guns&lt;br /&gt;
|-&lt;br /&gt;
! [[File:PlasmaPistol.png|25px|link=Energy Pistols]] [[Energy Pistols]]&lt;br /&gt;
! [[File:Acid Blob Pistol.png|25px|link=Chemical Pistols]] [[Chemical Pistols]]&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Lower damage potential than an average firearm of the same quality&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Low-medium range&lt;br /&gt;
* Increased precision compared to firearms&lt;br /&gt;
* Special damage types and effects&lt;br /&gt;
* Very high impact speed, bad against energy shields&lt;br /&gt;
* Rare especially early on&lt;br /&gt;
* Very expensive&lt;br /&gt;
* Uses energy rather than ammunition (charged from batteries)&lt;br /&gt;
|&lt;br /&gt;
* Similar to other pistols&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Low range&lt;br /&gt;
* Special damage types and on-hit effects&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Very rare&lt;br /&gt;
* Uses special chemical vials as ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
{{main|Throwing}}&lt;br /&gt;
&lt;br /&gt;
Throwing items are technically not classified as weapons. They are combat [[utilities]]. While throwing is a support weapon skill, throwing knives can be used as cheap means of primary offense. Grenades provide powerful area of effect damage and there are various other throwing utilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Throwing Knife.png|25px|link=Throwing Knife]] [[Throwing Knife|Throwing knives]]&lt;br /&gt;
! [[File:Items_explosives_frag_grenade1.png|25px|link=]] Standard grenades&lt;br /&gt;
! [[File:EMP Grenade Mk II.png|25px|link=]] Special grenades&lt;br /&gt;
! [[File:Caltrops.png|25px|link=]] Misc. throwing&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Cheap throwing knives allow limited use of throwing as primary weapon&lt;br /&gt;
* Damage increases with user's throwing skill&lt;br /&gt;
* Can be poisoned for further utility&lt;br /&gt;
* Silent&lt;br /&gt;
|&lt;br /&gt;
* Powerful area of effect damage&lt;br /&gt;
* Extremely loud&lt;br /&gt;
** Frag grenades&lt;br /&gt;
** HE grenades&lt;br /&gt;
** Incendiary grenades&lt;br /&gt;
|&lt;br /&gt;
* Special purpose grenades &lt;br /&gt;
** Flashbangs&lt;br /&gt;
** EMP grenades&lt;br /&gt;
** Gas grenades&lt;br /&gt;
|&lt;br /&gt;
* Caltrops to slow down enemy movement&lt;br /&gt;
** Can be poisoned for further utility&lt;br /&gt;
* Throwing nets for entangling enemies&lt;br /&gt;
* Flares for lighting areas up and detecting prowlers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows are weapons. They are perhaps the most versatile of weapons (second only to [[Psi abilities|psionics]]) thanks to the wide variety of special bolts. Crossbow bolts' low impact speed helps against energy shields, but they have trouble against heavy armor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Crossbow.png|25px|link=Crossbows]] [[Crossbows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Versatile weapon&lt;br /&gt;
* Silent weapon&lt;br /&gt;
* Medium-high range&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Slower projectiles allow easier energy shield penetration&lt;br /&gt;
* Can fire special bolts (tranquilizing, incendiary, electroshock, poison, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{main|Melee}}&lt;br /&gt;
Melee weapons, excluding unarmed, are weapons. Melee attacks have very low impact speed, which them exceptionally strong against energy shielding. Melee offense can be increased by wearing spiked or bladed armor. Most melee weapons belong into one of the subcategories, [[Crowbar]] being the only exception.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Unarmed.png|25px|link=Unarmed]] [[Unarmed]]&lt;br /&gt;
! [[File:glove_hopper.png|25px|link=]] Fist weapons&lt;br /&gt;
! [[File:Knife.png|25px|link=]] Knives&lt;br /&gt;
! [[File:Sledgehammer.png|25px|link=]] Sledgehammers&lt;br /&gt;
&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Technically not classified as a weapon&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Can be enhanced with psychokinesis psionic powers&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 100% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Overcomes some of unarmed weaknesses such as lack of AoE and burst damage&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 80% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* Light weapon (dexterity reduces AP cost)&lt;br /&gt;
* Silent&lt;br /&gt;
* Incurs 125% increased mechanical damage resistance (harder to penetrate armor)&lt;br /&gt;
* Bypasses 60-75% of energy shielding (very low impact speeds are harder to shield against)&lt;br /&gt;
|&lt;br /&gt;
* High damage per hit (especially in hands of a strong character)&lt;br /&gt;
* Slightly noisy&lt;br /&gt;
* High strength requirement (8-9)&lt;br /&gt;
* Ignores mechanical damage threshold (damage cannot be fully mitigated with armor)&lt;br /&gt;
* 10-15% chance to stun target on hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Traps are technically not classified as weapons. Traps is a support skill that can be especially effective in combination with high stealth, allowing one to prepare the battlefield as they see fit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Beartrap1.png|25px|link=Traps]] [[Traps]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Must be usually placed before combat&lt;br /&gt;
* Also helps detect, disarm and collect enemy traps&lt;br /&gt;
* Support skill rather than primary weapon skill&lt;br /&gt;
* Powerful AoE damage (explosive mines)&lt;br /&gt;
* Provides utility (bear traps, chemical traps)&lt;br /&gt;
* Bear traps can be poisoned for further utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psi abilities ===&lt;br /&gt;
{{main|Psi abilities}}&lt;br /&gt;
Psionic abilities  are technically not classified as weapons. Unlike weapons, psi abilities require no physical ammunition and directly targeted psi abilities always hit their targets. Invoking psi abilities costs psi, which is naturally regenerating mental resource of psionically empathic characters and creatures. They are powerful abilities, but the power comes with a drawback. Accessing your character's psionic potential requires [[Psi Empathy]] which also reduces your base health by 25%.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Most weapon models exist in a wide range of different craftable variations. A number of unique weapons also exist.&lt;br /&gt;
&lt;br /&gt;
Weapon variations can be either [[Crafting|crafted]] from components, purchased from traders, found, stolen or looted from the dead. Throwing utilities and traps consist of few pre-defined varieties, but all others are randomly generated with a wide range of component and quality variations. There are different calibers of most firearm models, different molds for knives and many enhancements such as extended magazines, foregrips, rifle scopes, crossbow speed reloaders and electroshock generators for melee weapons.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
The damage and durability of weapons are determined by the quality of their base component ''(e.g. gun frame for firearms, metal plates for melee weapons)''. All crafted/generated weapon models vary in quality, making every craftable weapon model potentially useful at any character level.&lt;br /&gt;
&lt;br /&gt;
=== Base AP cost ===&lt;br /&gt;
The base action point cost of weapons is generally proportional to how much damage the weapon deals with a single attack. Each point of [[Dexterity]] above 5 decreases AP cost of light weapons. Feats can also decrease or increase AP costs for certain weapons and actions.&lt;br /&gt;
&lt;br /&gt;
See [[Dexterity]] for details on dexterity AP cost reductions.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Since version [[0.1.7.0]], most [[weapons]] and [[armor]] have durability. You must either buy or craft [[repair kit]]s that can be used to keep your equipment in working order. Once a weapon's durability has been degraded enough, your UI will notify you that you have a [[Degraded Weapon]] or [[Heavily Degraded Weapon]] and the weapon will suffer from increasingly reduced precision until repaired. A weapon that has reached zero durability can still be used, but with almost no chance to hit. Zero durability weapons can still be repaired back to normal.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
As of version [[1.0.1.8]], all weapons emit some degree of noise. The player will have to consider more than just visual perception when handling a hostile area. This system works in a simple manner: certain actions, such as firing weapons and grenade explosions, now emit a certain level of noise that travels through the map, with walls and other obstacles dampening their propagation (with certain thick walls doing so drastically). This will cause certain weapons - crossbows, knives and silenced pistols (and to lesser extent sledgehammers) - to have an edge over other weapon types when doing a stealth assassination.&lt;br /&gt;
&lt;br /&gt;
In addition to this, a lot of NPCs will holler for help on their turn if they are not stunned or incapacitated, so it's important to dispose of them quickly and silently if you want to avoid fighting the whole camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons| Weapons]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Falchion&amp;diff=22990</id>
		<title>Falchion</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Falchion&amp;diff=22990"/>
		<updated>2017-01-04T14:34:27Z</updated>

		<summary type="html">&lt;p&gt;Hazard: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tabbed infobox&lt;br /&gt;
| tab1 = 7.62mm Falchion&lt;br /&gt;
| tab2 = 9mm&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Falchion''' is a [[Pistols|pistol]] model. {{Infobox quality note|50}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Falchion is a relatively new pistol model introduced in version [[0.1.12.0]]. It has the highest critical chance of all pistols. It is available in 7.62mm and 9mm calibers.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is based on [[Pistol Frame: Falchion]]. Quality of the frame determines the weapon's damage potential and durability.&lt;br /&gt;
&lt;br /&gt;
{{for|more details on its components|Blueprint: Pistol}}&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Caliber ===&lt;br /&gt;
[[File:pistol4_7.62mm.png]] '''7.62mm Falchion''' (20 base AP cost, 15 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:pistol4_9mm.png]] '''9mm Falchion''' (25 base AP cost, 12 magazine capacity)&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
[[File:pistol4_7.62mm_ls.png]] '''Falchion LS''' (+10% Precision)&lt;br /&gt;
&lt;br /&gt;
[[File:pistol4_7.62mm_xm.png]] '''Falchion XM''' (+25% Magazine capacity)&lt;br /&gt;
&lt;br /&gt;
[[File:pistol4_7.62mm.png]] '''Rapid Falchion''' (-20% Base AP cost) &lt;br /&gt;
&lt;br /&gt;
[[File:pistol4_smart.png]] '''Smart Falchion''' (increased damage with special attacks)&lt;br /&gt;
&lt;br /&gt;
{{hiddensection|Complete name variant list|&lt;br /&gt;
* [[7.62mm Falchion ]]&lt;br /&gt;
** [[7.62mm Falchion LS]]&lt;br /&gt;
** [[7.62mm Falchion XM]]&lt;br /&gt;
** [[7.62mm Falchion LS XM]]&lt;br /&gt;
** [[Rapid 7.62mm Falchion]]&lt;br /&gt;
** [[Rapid 7.62mm Falchion LS]]&lt;br /&gt;
** [[Rapid 7.62mm Falchion XM]]&lt;br /&gt;
** [[Smart 7.62mm Falchion]]&lt;br /&gt;
** [[Smart 7.62mm Falchion LS]]&lt;br /&gt;
** [[Smart 7.62mm Falchion XM]]&lt;br /&gt;
** [[Smart Rapid 7.62mm Falchion]]&lt;br /&gt;
&lt;br /&gt;
* [[9mm Falchion]]&lt;br /&gt;
** [[9mm Falchion LS]]&lt;br /&gt;
** [[9mm Falchion XM]]&lt;br /&gt;
** [[9mm Falchion LS XM]]&lt;br /&gt;
** [[Rapid 9mm Falchion]]&lt;br /&gt;
** [[Rapid 9mm Falchion LS]]&lt;br /&gt;
** [[Rapid 9mm Falchion XM]]&lt;br /&gt;
** [[Smart 9mm Falchion]]&lt;br /&gt;
** [[Smart 9mm Falchion LS]]&lt;br /&gt;
** [[Smart 9mm Falchion XM]]&lt;br /&gt;
** [[Smart Rapid 9mm Falchion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
{{AmmoGroup|7.62mm}}&lt;br /&gt;
{{AmmoGroup|9mm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Guns]]&lt;br /&gt;
[[Category:Pistols]]&lt;br /&gt;
[[Category:Firearms]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Balor&amp;diff=22989</id>
		<title>Balor</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Balor&amp;diff=22989"/>
		<updated>2017-01-04T14:14:53Z</updated>

		<summary type="html">&lt;p&gt;Hazard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Balor&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait = &lt;br /&gt;
| image    = &lt;br /&gt;
| faction  = [[Ironheads]]&lt;br /&gt;
| roles    = Leader of Ironheads&lt;br /&gt;
| location = [[Warehouse Block Beta]]&lt;br /&gt;
| quests   = &lt;br /&gt;
|&lt;br /&gt;
| abilities   = Immune to [[fear]]&lt;br /&gt;
| loot     = Usual humanoid loot&amp;lt;br/&amp;gt;[[Red Cybernetic Eye]]&amp;lt;br/&amp;gt;[[Balor's Hammer]]&lt;br /&gt;
| level    = 20&lt;br /&gt;
| health   = 390&lt;br /&gt;
| shield   = &amp;amp;nbsp;&lt;br /&gt;
|&lt;br /&gt;
|combat stats:&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| initiative   = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Balor]] is the leader of Ironhead bandits. He can be found in the southeast area of the Ironhead base situated [[Warehouse Block Beta]].&lt;br /&gt;
&lt;br /&gt;
He's a strong, tough combatant. Clad in full metal armor, carrying a shield emitter and wielding an assault rifle and a unique sledgehammer, [[Balor's Hammer]].&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
* [[Kill Balor]]: Get Balor's cybernetic eye for proof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox|collapsed}}&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Ironheads]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ironheads&amp;diff=22988</id>
		<title>Ironheads</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ironheads&amp;diff=22988"/>
		<updated>2017-01-04T14:13:45Z</updated>

		<summary type="html">&lt;p&gt;Hazard: /* Characters */ Added Simon Peres&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ironheads''' are a bandit gang.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Ironheads are a notable and well-organized gang. They are active in the entire southern Lower Underrail, but concentrated in the vicinity of [[Foundry]]. They try to intercept iron convoys from [[Foundry mines|Foundry's iron mines]] and otherwise assault Foundry's people outside the town's protection. [[Foundry Guard]] prevents them from assaulting the town directly.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
* [[Balor]], the leader of ironheads&lt;br /&gt;
* [[Simon Peres]]&lt;br /&gt;
&lt;br /&gt;
=== Generic characters ===&lt;br /&gt;
{{columns|3|&lt;br /&gt;
* [[Ironhead Gunner]]&lt;br /&gt;
* [[Ironhead Heavy Gunner]]&lt;br /&gt;
* [[Ironhead Commando]]&lt;br /&gt;
* [[Ironhead Grenadier]]&lt;br /&gt;
* [[Ironhead Bomber]]&lt;br /&gt;
* [[Ironhead Demolisher]]&lt;br /&gt;
* [[Ironhead Smasher]]&lt;br /&gt;
* [[Ironhead Berserker]]&lt;br /&gt;
* [[Ironhead Psionic]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Areas controlled ==&lt;br /&gt;
The ironheads are based at [[Warehouse Block Beta]]. They also have other smaller outposts on the roads and railways of [[Lower Underrail]] near Foundry.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;127px&amp;quot;&amp;gt;&lt;br /&gt;
wbb1.png | Warehouse Block Beta&lt;br /&gt;
wbb2.png | Warehouse Block Beta&lt;br /&gt;
wbb3.png | Warehouse Block Beta&lt;br /&gt;
wbb4.png | Warehouse Block Beta&lt;br /&gt;
lu-b15.png | Ironhead railway camp&lt;br /&gt;
lu-b19.png | Ironhead checkpoint&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Factions navbox}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Ironheads| Ironheads]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Simon_Peres&amp;diff=22987</id>
		<title>Simon Peres</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Simon_Peres&amp;diff=22987"/>
		<updated>2017-01-04T14:12:52Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Needs images, hitpoints.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Simon Peres&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait = &lt;br /&gt;
| image    = &lt;br /&gt;
| faction  = [[Ironheads]]&lt;br /&gt;
| roles    = Hostile named character&lt;br /&gt;
| location = [[Lower Underrail]]&lt;br /&gt;
| quests   = &lt;br /&gt;
|&lt;br /&gt;
| loot     = [[Steyr-Auch]]&lt;br /&gt;
| level    = &lt;br /&gt;
| health   = &lt;br /&gt;
|&lt;br /&gt;
|combat stats:&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| initiative   = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Simon Peres]] is a named member of the Ironhead gang, located in the Ironhead railway camp in [[Lower Underrail]], southeast of [[Foundry]]. He carries a unique assault rifle, the [[Steyr-Auch]], which can be obtained by killing him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox|collapsed}}&lt;br /&gt;
{{Enemies navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Ironheads]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Junkyard&amp;diff=22922</id>
		<title>Junkyard</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Junkyard&amp;diff=22922"/>
		<updated>2017-01-03T10:36:40Z</updated>

		<summary type="html">&lt;p&gt;Hazard: /* Slums */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Junkyard&lt;br /&gt;
| type    = Urban area&lt;br /&gt;
| control = varies&lt;br /&gt;
| image   = jy1.jpg&lt;br /&gt;
| world   = [[Lower Underrail]]&lt;br /&gt;
| areas   = [[Junkyard Gate]]&amp;lt;br/&amp;gt;[[Junkyard main street]]&amp;lt;br/&amp;gt;[[Junkyard slums]]&amp;lt;br/&amp;gt;[[Junkyard - Docks]]&amp;lt;br/&amp;gt;[[Depot B]]&amp;lt;br/&amp;gt;[[Junkyard east residential area]]&amp;lt;br/&amp;gt;[[Junkyard gambling house]]&amp;lt;br/&amp;gt;[[Junkyard back alley]]&amp;lt;br/&amp;gt;[[Wormhole tunnel]]&amp;lt;br/&amp;gt;[[Elwood's House]]&amp;lt;br/&amp;gt;[[Junkyard - Free Drones Base]]&amp;lt;br/&amp;gt;[[Junkyard - Secret Passage]]&lt;br /&gt;
| exits   = [[Caves]] (Junkyard Gate)&amp;lt;br/&amp;gt;[[Depot A]] (Depot B, wormhole tunnel)&amp;lt;br/&amp;gt;[[United Stations Embassy]] (in slums)&lt;br /&gt;
&lt;br /&gt;
Fast travel:&amp;lt;br/&amp;gt;[[Vehicles#Boat|Caves boat]] (Docks)&lt;br /&gt;
| npcs    = [[Abram]], [[Kareem]], [[Elwood]], [[Eddy]], [[Dockmaster Silas]], [[Grover]], [[Treasa]], [[Kohlmeier]], [[Lenny the Cook]], [[Len]], [[Kendrick]], [[Johan]], [[Kimi]], [[Colton]], [[Vince]], [[Fixer]], [[Second Lieutenant Garren]], [[Katherine]], [[Gort]], [[Archie]], [[Hugh]], [[Vilmer]]&lt;br /&gt;
| mapfile = jy1 (gate)&lt;br /&gt;
&amp;lt;br/&amp;gt;jy2 (main street)&lt;br /&gt;
&amp;lt;br/&amp;gt;jy3 (slums)&lt;br /&gt;
&amp;lt;br/&amp;gt;jy4 (east residential)&lt;br /&gt;
&amp;lt;br/&amp;gt;jy5 (docks)&lt;br /&gt;
&amp;lt;br/&amp;gt;jy6 (depot B)&lt;br /&gt;
&amp;lt;br/&amp;gt;jy7 (back alley)&lt;br /&gt;
&amp;lt;br/&amp;gt;jy8 (gambling house)&lt;br /&gt;
&amp;lt;br/&amp;gt;jyh1 (wormhole)&lt;br /&gt;
&amp;lt;br/&amp;gt;jyh2 (elwood's house)&lt;br /&gt;
&amp;lt;br/&amp;gt;jyh3 (secret passage)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Junkyard''' is a large urban location in the [[Caves]] below Lower Underrail.&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
A crude, lawless settlement formed by scavengers around a junkyard in [[Depot A]] from the junk scavenger from therein. The current ''Junkyard'' is actually situated further away from Depot A, while the depot is called ''Old Junkyard'' nowadays. Two rival gangs, [[Scrappers]] and [[Black Eels]], rule the Junkyard. While Junkyard is not a member of United Stations, it does have Underrail Protectorate presence in the form of an outpost and Union embassy.&lt;br /&gt;
&lt;br /&gt;
Accessible from [[SGS]] via boat ferry in the docks, or a long walk through the south caverns via [[Crossroad Watch]] → [[Crossroad Caves]] → [[Mushroom Cove]] → [[Caves]] → [[Junkyard Gate]].&lt;br /&gt;
&lt;br /&gt;
= Areas =&lt;br /&gt;
== Junkyard Gate ==&lt;br /&gt;
The gate leading to Junkyard from the southern caves.&lt;br /&gt;
&lt;br /&gt;
Partially controlled zone. Controlling faction: Scrappers.&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Archie]]&lt;br /&gt;
* [[Mysterious Lady]] (during a quest)&lt;br /&gt;
&lt;br /&gt;
== Main street ==&lt;br /&gt;
The main street stands between Depot B and Docks, separating the two rival gangs from each other. Many merchants and Kareem's open air tavern can be found here.&lt;br /&gt;
&lt;br /&gt;
Partially controlled zone. Controlling faction: Black Eels&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Kareem]]&lt;br /&gt;
* [[Lenny the Cook]]&lt;br /&gt;
* [[Abram]]&lt;br /&gt;
* [[Grover]]&lt;br /&gt;
* [[Len]]&lt;br /&gt;
* [[Kendrick]]&lt;br /&gt;
* [[Johan]]&lt;br /&gt;
* [[Kimi]]&lt;br /&gt;
&lt;br /&gt;
=== Back alley ===&lt;br /&gt;
A back alley north of the main street. Entrance to Elwood's house and a Free Drones hideout is in here.&lt;br /&gt;
&lt;br /&gt;
Uncontrolled zone.&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Grover]] (during a quest)&lt;br /&gt;
* [[Treasa]] (during a quest)&lt;br /&gt;
&lt;br /&gt;
==== Elwood's House ====&lt;br /&gt;
You are [[Find the mysterious disk|tasked to retrieve]] a [[Mysterious Disk]] from Elwood's house. Beware of his traps and sentries.&lt;br /&gt;
&lt;br /&gt;
Uncontrolled zone.&lt;br /&gt;
&lt;br /&gt;
==== Free Drones Base ====&lt;br /&gt;
A [[Free Drones]] hideout, located on the back alleys of Junkyard.&lt;br /&gt;
&lt;br /&gt;
Uncontrolled zone.&lt;br /&gt;
&lt;br /&gt;
== Depot B ==&lt;br /&gt;
Scapper headquarters are situated in here, next to the entrance to [[Depot A]], also known as Old Junkyard.&lt;br /&gt;
&lt;br /&gt;
Controlled zone.&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Eddy]]&lt;br /&gt;
* [[Gort]]&lt;br /&gt;
&lt;br /&gt;
== Docks ==&lt;br /&gt;
Black Eels are based around here. Boat ferry to [[SGS]] and [[Silent Isle]] is available here.&lt;br /&gt;
&lt;br /&gt;
Controlled zone. Controlling faction: Black Eels.&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Dockmaster Silas]]&lt;br /&gt;
* [[Captain Broderick]]&lt;br /&gt;
* [[Colton]]&lt;br /&gt;
&lt;br /&gt;
==== Secret Passage ====&lt;br /&gt;
A hidden, cramped tunnel between Junkyard docks and Kohlmeier's old house in the east residential area. It's filled with rathounds, including two alphas.&lt;br /&gt;
&lt;br /&gt;
Uncontrolled zone.&lt;br /&gt;
&lt;br /&gt;
== Slums ==&lt;br /&gt;
Slums or north residential area is the main residential area in Junkyard.&lt;br /&gt;
&lt;br /&gt;
Partially controlled zone. Controlling faction: Scrappers.&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Vince]]&lt;br /&gt;
* [[Fixer]]&lt;br /&gt;
* [[Treasa]]&lt;br /&gt;
* [[Second Lieutenant Garren]]&lt;br /&gt;
* [[Kohlmeier]]&lt;br /&gt;
* [[Katherine]]&lt;br /&gt;
* [[Geezer Ford]]&lt;br /&gt;
&lt;br /&gt;
=== United Stations embassy ===&lt;br /&gt;
{{main|United Stations Embassy}}&lt;br /&gt;
&lt;br /&gt;
=== Gambling house ===&lt;br /&gt;
Gambling house north of the slums.&lt;br /&gt;
&lt;br /&gt;
Partially controlled zone. Controlling faction: Scrappers.&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Elwood]]&lt;br /&gt;
&lt;br /&gt;
=== Wormhole tunnel ===&lt;br /&gt;
Few know of the existence of this Black Eels' secret route to [[Depot A]].&lt;br /&gt;
&lt;br /&gt;
Partially controlled zone. Controlling faction: Black Eels.&lt;br /&gt;
&lt;br /&gt;
'''Notable characters'''&lt;br /&gt;
* [[Hugh]]&lt;br /&gt;
&lt;br /&gt;
== East residential ==&lt;br /&gt;
East section of the residential area. Kohlmeier's old house is in here.&lt;br /&gt;
&lt;br /&gt;
Partially controlled zone.&lt;br /&gt;
&lt;br /&gt;
==== Secret Passage ====&lt;br /&gt;
A hidden, cramped tunnel between Junkyard docks and Kohlmeier's old house in the east residential area. It's filled with rathounds, including two alphas.&lt;br /&gt;
&lt;br /&gt;
Uncontrolled zone.&lt;br /&gt;
&lt;br /&gt;
= Map Gallery =&lt;br /&gt;
[[United Stations Embassy]] maps not included.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
jy1.png    | Junkyard Gate&lt;br /&gt;
jy2.png    | Main Street&lt;br /&gt;
jy7.png    | Back Alley&lt;br /&gt;
jyh2.png   | Elwood's House&lt;br /&gt;
jyh2_1.png | Elwood's House: ventilation shafts&lt;br /&gt;
jyfd.png   | Free Drones Base&lt;br /&gt;
jyfd_1.png | Free Drones Base: ventilation shafts&lt;br /&gt;
jy6.png    | Depot B&lt;br /&gt;
jy5.png    | Docks&lt;br /&gt;
jyh3.png   | Secret Passage&lt;br /&gt;
jy3.png    | Slums&lt;br /&gt;
jy8.png    | Gambling house&lt;br /&gt;
jyh1.png   | Wormhole tunnel&lt;br /&gt;
jy4.png    | East residential area&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Urban areas]]&lt;br /&gt;
[[Category:Controlled zones]]&lt;br /&gt;
[[Category:Partially controlled zones]]&lt;br /&gt;
[[Category:Uncontrolled zones]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Geezer_Ford&amp;diff=22921</id>
		<title>Geezer Ford</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Geezer_Ford&amp;diff=22921"/>
		<updated>2017-01-03T10:34:21Z</updated>

		<summary type="html">&lt;p&gt;Hazard: Created page with &amp;quot;{{Character Infobox | name       = Geezer Ford | type       = important | portrait   = Drifter l.png | background = Shacks.png | level      =  | health     = 110 | image      ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Geezer Ford&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = Drifter l.png&lt;br /&gt;
| background = Shacks.png&lt;br /&gt;
| level      = &lt;br /&gt;
| health     = 110&lt;br /&gt;
| image      = &lt;br /&gt;
| faction    = Junkyard commoners&lt;br /&gt;
| roles      = Quest giver&lt;br /&gt;
| location   = [[Junkyard slums]]&lt;br /&gt;
| quests     = [[Southern fishing tour]]&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Geezer Ford''' is an old fisherman living in [[Junkyard slums]].&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
* [[Southern fishing tour]]: Geezer Ford is willing to teach you some fishing tricks if you prove your worth as a fisherman to him.&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Junkyard characters]]&lt;/div&gt;</summary>
		<author><name>Hazard</name></author>
	</entry>
</feed>