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		<updated>2026-04-29T03:35:10Z</updated>
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		<id>http://old.mazeworld.net/wiki/User:Auro/DeltaBot</id>
		<title>User:Auro/DeltaBot</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro/DeltaBot"/>
				<updated>2021-03-04T19:30:44Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DeltaBot''' (beta name '''Latius' MzW Bot''') is the name of the ''unofficial'' '''MazeWorld general purpose bot'''.&lt;br /&gt;
&lt;br /&gt;
Following the demise of Sidekick on February 13, 2021, we needed a replacement dice bot. Unfortunately, none of the popular dice rollers available on Discord bot list websites could produce the level of functionality we needed. That is, until SpacePrius came up with what would become '''SnakeEyes'''.&lt;br /&gt;
&lt;br /&gt;
However, in response to this, the user known as Auro (a veteran MzW player who had been playing on and off since the V2.5 days) decided that he too wanted to make his own dicebot. And, the very next day, he had produced and uploaded Latius' MzW Bot, the first alpha version of his bot.&lt;br /&gt;
&lt;br /&gt;
While SnakeEyes would overshadow his work, Auro strove to make the bot do stuff which SnakeEyes couldn't currently do, and while it is coded in lua, he has taken steps to learn how to convert it to python and had offered to allow SnakeEyes and/or Tsuchinoko, the two official MzW bots which he calls DeltaBot the &amp;quot;little brother&amp;quot; of, to integrate the code he had made into them. He also works on adding other functions which would make the bot useful outside of MzW as well. The bot is being maintained and hosted by '''Auro (LatiusAuro#6170)''' as an alternative unofficial bot.&lt;br /&gt;
&lt;br /&gt;
DeltaBot is built on three core values: '''Effeciency''', to reduce the number of commands needed to be used by a GM; '''Practicality''', to make sure that the commands have a good use, and the all-important '''Fun Factor'''. Because some times, you just want to have fun with a bot.&lt;br /&gt;
&lt;br /&gt;
== Adding DeltaBot to your server ==&lt;br /&gt;
&lt;br /&gt;
As an unofficial bot, we do not recommend adding DeltaBot - and at the moment, DeltaBot is in a closed Beta, useable only on a select few servers. When DeltaBot becomes more open beta, you can use +invite to get the invite link.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
===Information===&lt;br /&gt;
&lt;br /&gt;
* '''+help''' - Displays a list of commands. Putting a command after the help will display extra help about said command&lt;br /&gt;
* '''+success''' - Created to help make checking the number of successes from SnakeEyes much easier, this command accepts a string of true and false, hit and miss, yes and no and/or 1 and 0 values, and returns the number of successes from that string.&lt;br /&gt;
* '''+about''' - DeltaBot will introduce himself and tell you all about him.&lt;br /&gt;
* '''+invite''' - Get the invite link to DeltaBot so you can add him to your server.&lt;br /&gt;
&lt;br /&gt;
===Tsuchi Ported Commands===&lt;br /&gt;
* '''+ore''' - Random ore type generator, generally used in the context of mines and mining.&lt;br /&gt;
* '''+ore-c''' - Generates low-rarity ore (cheap, common)&lt;br /&gt;
* '''+ore-r''' - Generates rare ore (rare, very rare)&lt;br /&gt;
* '''+wpn''' - Generates a random weapon, weighted based on rarity.&lt;br /&gt;
* '''+event-safe''', '''+event-fast''' and '''+event-deep''' - Gets a random event for Safe/Fast/Deep route rooms.&lt;br /&gt;
&lt;br /&gt;
=== Rolls ===&lt;br /&gt;
&lt;br /&gt;
* '''+r xdy z''' - Rolls '''x'''d'''y''', plus or minus '''z'''. Adding t to the end causes the bot to only show the total of the roll.&lt;br /&gt;
* '''+rr n xdy z''' - Repeat rolls. Rolls '''x'''d'''y''', plus or minus z, '''n''' times and displays the results for each set of dice.&lt;br /&gt;
* '''+rdnd m x''' or '''+rd20 m x''' - Does an DnD skill test, rolling d20+m with a target of x.&lt;br /&gt;
* '''+rdnd m''' or '''+rd20 m''' - Rolls d20+m.&lt;br /&gt;
* '''+rdnd tx''' or '''+rd20 tx''' - Rolls a flat d20 with a target of x.&lt;br /&gt;
* '''+r% n z''' - Percentile rolls. Rolls'''n'''d% (where a d% is made of 1d10 + (1d10)*10, with 10s counting as 0s, and a result of 00 counting as 100) A target ('''z''') can be provided, which will give the number of successes obtained (A success being a value which is less than or equal to the target)&lt;br /&gt;
* '''+r% tz''' - As above, but rolling a single percentile die with a target of t.&lt;br /&gt;
* '''+r% n&amp;gt;z''' or '''+r% &amp;gt;tz''' - As above, but with a success being greater than or equal to the target score instead.&lt;br /&gt;
* '''+atk n ft ir''' - Attack rolls. Rolls '''n''' number of 2d6, and then compares the results to the provided FT and IR values (which default to 6 and 2 if not provided) and then gives the number of crits, solid hits, inaccurate hits, misses and critical failures, as well as the attack roll string.&lt;br /&gt;
* '''+haggle l p m''' - Haggle Roll. '''l''' is the skill level of the character haggling, while '''p''' is the percentage they are trying to haggle for, and '''m''' is the bonus modifier from good roleplaying. If selling items, suffixing a s to the end will tell the bot that you're selling, otherwise, it will assume that you are buying. If the percentage is too high for the skill level, then the bot will refuse to roll and will inform the user of the cap in which they can haggle up to, otherwise, it will roll 2d6-m and compare it to the target for the percentage desired. If the roll is a success or critical success, the bot will inform you that the character got their discount/increase (on a critical, it will increase said value by 10%) as well as the '''SP''' gained from the success, while a critical failure will inform you that the other party hits the character by applying the percentage in a negative way.&lt;br /&gt;
* '''+craft s i''' - Crafting roll. '''s''' is the skill level of the character doing the crafting and '''i''' is the level of the item being crafted. If a &amp;quot;y&amp;quot;, &amp;quot;yes&amp;quot; or &amp;quot;true&amp;quot; is provided, then the roll will add in the fact that you have a blueprint. This will take the base target of success based on the level, modifying it by the skill level and if the blueprint is included, and will either roll 1d100 and compare it to the target, or (if the success is guaranteed) will automatically pass with no need to roll. If it succeeds, it will also show the '''1SP''' the player gains as a result.&lt;br /&gt;
* '''+hunt l x t''' - Butchering roll. '''l''' is the skill level of the character doing the butchering, while '''x''' is the (optional) meat worth of the target, and '''t''' is either a string for what tier of meat it is, or their equivalent tier number if the meat worth is provided. (delicacy = 2, luxury = 4, tainted = -1, illegal = -2. Anything else resolves to normal or 1) Adding &amp;quot;cooked&amp;quot; in the command or &amp;quot;f&amp;quot; at the end means the meat is cooked, and thus the -5% malus would be applied, but the bonus nutrition would be added so long as the meat is not tainted, while adding &amp;quot;price&amp;quot; or &amp;quot;worth&amp;quot; to the command or &amp;quot;p&amp;quot; at the end will give the worth of the meat in P$ - however, these will only apply if the meat worth is provided as if it's provided, it will print out a string like the following: ''[Food] Hunting - Raw game meat, 11 units - xxx - 3d25 ntri - Delicacy - 110P$ - Weight: 2.2'' - allowing the GM to replace the xxx with the creature butchered for quick input into the character sheet.&lt;br /&gt;
* '''+mine l e f''' - Mining roll, exploration.  '''l''' is the skill level of the character and '''f''' is the floor which they are on. This will roll a 1d100 and look up the result on the mining exploration table, doing any additional rolls as needed before giving the result.&lt;br /&gt;
* '''+mine l p type n m''' - Mining roll, Pick mining. '''l''' is the skill level of the character, '''type''' is either &amp;quot;m&amp;quot; for Metal, &amp;quot;g&amp;quot; for Gemstones or &amp;quot;s&amp;quot; for Serpentium, and n is how many times the character intends to mine for. This will roll n 1d20, comparing them to the target based on the skill level of the character, and will output how many metal chunks/gemstone chunks/pieces of Serpentium was mined out, as well as how much is in each chunk as well as their weight, and the overall weight if mining for metals or gemstones. '''m''' is the max number of chunks in the current area - if provided, and all chunks are mined before all of the intended mining rolls are done, the character will stop early. Any '''SP''' gained, as well as the '''ntri''' and '''wtr''' burned from the mining, will also be shown.&lt;br /&gt;
* '''+mine l d type n m''' - Mining roll, Drill mining. As above, but using a drill to mine. Apart from the adjustments to the target and the  '''ntri''' and '''wtr''' burned from the mining, these two roll types are the same in how you use them.&lt;br /&gt;
* '''+mine l b type d m''' - Mining roll, Blast mining. As above, but using explosives to mine. Instead of providing the number of hits, instead, you provide '''d''', the LDV modifier of the explosives you are going to use. This can only mine one blast at a time, but it will roll 1d8+d, divide that by the modifier determined by your skill level, rounding to the nearest whole number (and to a minimum of 1 and a maximum of m if it's provided) and expose that many chunks of ore, while also displaying the '''SP''' gained from the blast mining.&lt;br /&gt;
* '''+room''' - Generate a single random room&lt;br /&gt;
* '''+room-s''', '''+room-f''', '''+room-d''' and '''+room-u''' - As above but with it being a Safe/Fast/Deep/Unlimited UA dive, thereby adding in the events which go with the room.&lt;br /&gt;
* '''+doors''' - Generates the potential doors in the UA.&lt;br /&gt;
* '''+doors-s''', '''+doors-f''', '''+doors-d''' and '''+doors-u''' - As above but with it being a Safe/Fast/Deep/Unlimited UA dive, thereby adding in the events which go with the room.&lt;br /&gt;
* '''+event-unlim''' - Get a random Event for the unofficial 'unlimited' UA route.&lt;br /&gt;
* '''+dndstat''' - Creates a table of DnD stats using the 4d6k3 roll method, ordered from lowest to highest.&lt;br /&gt;
* '''+dndstat7''' - As above, but roll seven dice pools and discard the lowest one.&lt;br /&gt;
&lt;br /&gt;
== For Fun ==&lt;br /&gt;
&lt;br /&gt;
* '''+rumour''' - A variant of Tsuchinoko's '''&amp;amp;rumor''', +rumour gives you a rumour which DeltaBot has heard, which may or may not be true.&lt;br /&gt;
* '''+8ball''' - A variant of Tsuchinoko's '''&amp;amp;asktsuchi''', +8ball allows you to ask DeltaBot a yes/no question, and get a response from DeltaBot in return.&lt;br /&gt;
* '''+MzW''' - They say anything can happen in the Mazes, and using the MzW command could give you anything at all. Random musings from DeltaBot, misquoted quotes, calls for Hebi...&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro/DeltaBot</id>
		<title>User:Auro/DeltaBot</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro/DeltaBot"/>
				<updated>2021-02-20T19:01:30Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Documentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DeltaBot''' (beta name '''Latius' MzW Bot''') is the name of the ''unofficial'' '''MazeWorld general purpose bot'''.&lt;br /&gt;
&lt;br /&gt;
Following the demise of Sidekick on February 13, 2021, we needed a replacement dice bot. Unfortunately, none of the popular dice rollers available on Discord bot list websites could produce the level of functionality we needed. That is, until SpacePrius came up with what would become '''SnakeEyes'''.&lt;br /&gt;
&lt;br /&gt;
However, in response to this, the user known as Auro (a veteran MzW player who had been playing on and off since the V2.5 days) decided that he too wanted to make his own dicebot. And, the very next day, he had produced and uploaded Latius' MzW Bot, the first alpha version of his bot.&lt;br /&gt;
&lt;br /&gt;
While SnakeEyes would overshadow his work, Auro strove to make the bot do stuff which SnakeEyes couldn't currently do, and while it is coded in lua, he has taken steps to learn how to convert it to python and had offered to allow SnakeEyes and/or Tsuchinoko, the two official MzW bots which he calls DeltaBot the &amp;quot;little brother&amp;quot; of, to integrate the code he had made into them. The bot is being maintained and hosted by '''Auro (LatiusAuro#6170)''' as an alternative unofficial bot.&lt;br /&gt;
&lt;br /&gt;
DeltaBot is built on three core values: '''Effeciency''', to reduce the number of commands needed to be used by a GM; '''Practicality''', to make sure that the commands have a good use, and the all-important '''Fun Factor'''. Because some times, you just want to have fun with a bot.&lt;br /&gt;
&lt;br /&gt;
== Adding DeltaBot to your server ==&lt;br /&gt;
&lt;br /&gt;
As an unofficial bot, we do not recommend adding DeltaBot - and at the moment, DeltaBot is in a closed Beta, useable only on the official MzW server. When DeltaBot becomes more open beta, you can use +invite to get the invite link.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
===Information===&lt;br /&gt;
&lt;br /&gt;
* '''+help''' - Displays a list of commands. Putting a command after the help will display extra help about said command&lt;br /&gt;
* '''+success''' - Created to help make checking the number of successes from SnakeEyes much easier, this command accepts a string of true and false, hit and miss, yes and no and/or 1 and 0 values, and returns the number of successes from that string.&lt;br /&gt;
* '''+about''' - DeltaBot will introduce himself and tell you all about him.&lt;br /&gt;
* '''+invite''' - Get the invite link to DeltaBot so you can add him to your server.&lt;br /&gt;
&lt;br /&gt;
===Tsuchi Ported Commands===&lt;br /&gt;
* '''+ore''' - Random ore type generator, generally used in the context of mines and mining.&lt;br /&gt;
* '''+ore-c''' - Generates low-rarity ore (cheap, common)&lt;br /&gt;
* '''+ore-r''' - Generates rare ore (rare, very rare)&lt;br /&gt;
&lt;br /&gt;
=== Rolls ===&lt;br /&gt;
&lt;br /&gt;
* '''+r xdy z''' - Rolls '''x'''d'''y''', plus or minus '''z'''. Adding t to the end causes the bot to only show the total of the roll.&lt;br /&gt;
* '''+rr n xdy z''' - Repeat rolls. Rolls '''x'''d'''y''', plus or minus z, '''n''' times and displays the results for each set of dice.&lt;br /&gt;
* '''+r% n z''' - Percentile rolls. Rolls'''n'''d% (where a d% is made of 1d10 + (1d10)*10, with 10s counting as 0s, and a result of 00 counting as 100) A target ('''z''') can be provided, which will give the number of successes obtained (A success being a value which is less than or equal to the target)&lt;br /&gt;
* '''+r% tz''' - As above, but rolling a single percentile die with a target of t.&lt;br /&gt;
* '''+r% n&amp;gt;z''' or '''+r% &amp;gt;tz''' - As above, but with a success being greater than or equal to the target score instead.&lt;br /&gt;
* '''+atk n ft ir''' - Attack rolls. Rolls '''n''' number of 2d6, and then compares the results to the provided FT and IR values (which default to 6 and 2 if not provided) and then gives the number of crits, solid hits, inaccurate hits, misses and critical failures, as well as the attack roll string.&lt;br /&gt;
* '''+haggle l p m''' - Haggle Roll. '''l''' is the skill level of the character haggling, while '''p''' is the percentage they are trying to haggle for, and '''m''' is the bonus modifier from good roleplaying. If selling items, suffixing a s to the end will tell the bot that you're selling, otherwise, it will assume that you are buying. If the percentage is too high for the skill level, then the bot will refuse to roll and will inform the user of the cap in which they can haggle up to, otherwise, it will roll 2d6-m and compare it to the target for the percentage desired. If the roll is a success or critical success, the bot will inform you that the character got their discount/increase (on a critical, it will increase said value by 10%) as well as the '''SP''' gained from the success, while a critical failure will inform you that the other party hits the character by applying the percentage in a negative way.&lt;br /&gt;
* '''+craft s i''' - Crafting roll. '''s''' is the skill level of the character doing the crafting and '''i''' is the level of the item being crafted. If a &amp;quot;y&amp;quot;, &amp;quot;yes&amp;quot; or &amp;quot;true&amp;quot; is provided, then the roll will add in the fact that you have a blueprint. This will take the base target of success based on the level, modifying it by the skill level and if the blueprint is included, and will either roll 1d100 and compare it to the target, or (if the success is guaranteed) will automatically pass with no need to roll. If it succeeds, it will also show the '''1SP''' the player gains as a result.&lt;br /&gt;
* '''+hunt l x t''' - Butchering roll. '''l''' is the skill level of the character doing the butchering, while '''x''' is the (optional) meat worth of the target, and '''t''' is either a string for what tier of meat it is, or their equivalent tier number if the meat worth is provided. (delicacy = 2, luxury = 4, tainted = -1, illegal = -2. Anything else resolves to normal or 1) Adding &amp;quot;cooked&amp;quot; in the command or &amp;quot;f&amp;quot; at the end means the meat is cooked, and thus the -5% malus would be applied, but the bonus nutrition would be added so long as the meat is not tainted, while adding &amp;quot;price&amp;quot; or &amp;quot;worth&amp;quot; to the command or &amp;quot;p&amp;quot; at the end will give the worth of the meat in P$ - however, these will only apply if the meat worth is provided as if it's provided, it will print out a string like the following: ''[Food] Hunting - Raw game meat, 11 units - xxx - 3d25 ntri - Delicacy - 110P$ - Weight: 2.2'' - allowing the GM to replace the xxx with the creature butchered for quick input into the character sheet.&lt;br /&gt;
* '''+mine l e f''' - Mining roll, exploration.  '''l''' is the skill level of the character and '''f''' is the floor which they are on. This will roll a 1d100 and look up the result on the mining exploration table, doing any additional rolls as needed before giving the result.&lt;br /&gt;
* '''+mine l p type n m''' - Mining roll, Pick mining. '''l''' is the skill level of the character, '''type''' is either &amp;quot;m&amp;quot; for Metal, &amp;quot;g&amp;quot; for Gemstones or &amp;quot;s&amp;quot; for Serpentium, and n is how many times the character intends to mine for. This will roll n 1d20, comparing them to the target based on the skill level of the character, and will output how many metal chunks/gemstone chunks/pieces of Serpentium was mined out, as well as how much is in each chunk as well as their weight, and the overall weight if mining for metals or gemstones. '''m''' is the max number of chunks in the current area - if provided, and all chunks are mined before all of the intended mining rolls are done, the character will stop early. Any '''SP''' gained, as well as the '''ntri''' and '''wtr''' burned from the mining, will also be shown.&lt;br /&gt;
* '''+mine l d type n m''' - Mining roll, Drill mining. As above, but using a drill to mine. Apart from the adjustments to the target and the  '''ntri''' and '''wtr''' burned from the mining, these two roll types are the same in how you use them.&lt;br /&gt;
* '''+mine l b type d m''' - Mining roll, Blast mining. As above, but using explosives to mine. Instead of providing the number of hits, instead, you provide '''d''', the LDV modifier of the explosives you are going to use. This can only mine one blast at a time, but it will roll 1d8+d, divide that by the modifier determined by your skill level, rounding to the nearest whole number (and to a minimum of 1 and a maximum of m if it's provided) and expose that many chunks of ore, while also displaying the '''SP''' gained from the blast mining.&lt;br /&gt;
&lt;br /&gt;
== For Fun ==&lt;br /&gt;
&lt;br /&gt;
* '''+rumour''' - A variant of Tsuchinoko's '''&amp;amp;rumor''', +rumour gives you a rumour which DeltaBot has heard, which may or may not be true.&lt;br /&gt;
* '''+8ball''' - A variant of Tsuchinoko's '''&amp;amp;asktsuchi''', +8ball allows you to ask DeltaBot a yes/no question, and get a response from DeltaBot in return.&lt;br /&gt;
* '''+MzW''' - They say anything can happen in the Mazes, and using the MzW command could give you anything at all. Random musings from DeltaBot, misquoted quotes, calls for Hebi...&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2021-02-19T01:45:50Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: As the GM Tips are now updated on the main Wiki, I'm removing them from here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Due to this Wiki now being discontinued, I will mainly use this page as a sandbox, mostly for stuff regarding '''[[User:Auro/DeltaBot|DeltaBot]]'''.&lt;br /&gt;
&lt;br /&gt;
==Handloading GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;''y'', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''+r% 36 40'''; the bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mining GM Tips==&lt;br /&gt;
&lt;br /&gt;
===Pick/Drill Mining===&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+mine ''s'' ''t'' ''m'' ''x'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''''t''''' is the type of mining done: p for pick mining, d for drill mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium), the SP gained and how much ntri and wtr was burned from the mining session.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blast Mining===&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may use this command: '''+mine ''s'' b ''m'' ''l'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''b''' is used to tell the bot this is blast mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''l''''' is the LDV modifier for the explosions you are using to mine&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium) and the SP gained.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dojo GM Tip==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;65, where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shooting Range GM Tips==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;75''', where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2021-02-18T22:47:36Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Shooting Range GM Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Due to this Wiki now being discontinued, I will mainly use this page as a sandbox, mostly for stuff regarding '''[[User:Auro/DeltaBot|DeltaBot]]'''.&lt;br /&gt;
&lt;br /&gt;
==Handloading GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;lt;=''y''''', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''/rrt 36 1d100&amp;lt;=40'''; the bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;''y'', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''+r% 36 40'''; the bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mining GM Tips==&lt;br /&gt;
&lt;br /&gt;
===Pick/Drill Mining===&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d20&amp;gt;=''y''''', where:&lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''y''''' is the minimum score required for success, corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+mine ''s'' ''t'' ''m'' ''x'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''''t''''' is the type of mining done: p for pick mining, d for drill mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium), the SP gained and how much ntri and wtr was burned from the mining session.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blast Mining===&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may use this command: '''+mine ''s'' b ''m'' ''l'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''b''' is used to tell the bot this is blast mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''l''''' is the LDV modifier for the explosions you are using to mine&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium) and the SP gained.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dojo GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;gt;=65''', where '''''x''''' is the amount of strikes.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
&lt;br /&gt;
We recommend not rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent SnakeEyes from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''250 1x100&amp;gt;=65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;65, where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shooting Range GM Tips==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;gt;=75''', where '''''x''''' is the amount of strikes.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
&lt;br /&gt;
We recommend not rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent SnakeEyes from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''250 1x100&amp;gt;=65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;75''', where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2021-02-18T22:47:07Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Blast Mining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Due to this Wiki now being discontinued, I will mainly use this page as a sandbox, mostly for stuff regarding '''[[User:Auro/DeltaBot|DeltaBot]]'''.&lt;br /&gt;
&lt;br /&gt;
==Handloading GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;lt;=''y''''', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''/rrt 36 1d100&amp;lt;=40'''; the bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;''y'', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''+r% 36 40'''; the bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mining GM Tips==&lt;br /&gt;
&lt;br /&gt;
===Pick/Drill Mining===&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d20&amp;gt;=''y''''', where:&lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''y''''' is the minimum score required for success, corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+mine ''s'' ''t'' ''m'' ''x'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''''t''''' is the type of mining done: p for pick mining, d for drill mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium), the SP gained and how much ntri and wtr was burned from the mining session.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blast Mining===&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may use this command: '''+mine ''s'' b ''m'' ''l'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''b''' is used to tell the bot this is blast mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''l''''' is the LDV modifier for the explosions you are using to mine&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium) and the SP gained.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dojo GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;gt;=65''', where '''''x''''' is the amount of strikes.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
&lt;br /&gt;
We recommend not rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent SnakeEyes from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''250 1x100&amp;gt;=65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;65, where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shooting Range GM Tips==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;gt;=75''', where '''''x''''' is the amount of strikes.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
&lt;br /&gt;
We recommend not rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent SnakeEyes from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''250 1x100&amp;gt;=65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;75, where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro/DeltaBot</id>
		<title>User:Auro/DeltaBot</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro/DeltaBot"/>
				<updated>2021-02-18T22:39:53Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: Created page with &amp;quot;'''DeltaBot''' (beta name '''Latius' MzW Bot''') is the name of the ''unofficial'' '''MazeWorld general purpose bot'''.  Following the demise of Sidekick on February 13, 2021, we...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DeltaBot''' (beta name '''Latius' MzW Bot''') is the name of the ''unofficial'' '''MazeWorld general purpose bot'''.&lt;br /&gt;
&lt;br /&gt;
Following the demise of Sidekick on February 13, 2021, we needed a replacement dice bot. Unfortunately, none of the popular dice rollers available on Discord bot list websites could produce the level of functionality we needed. That is, until SpacePrius came up with what would become '''SnakeEyes'''.&lt;br /&gt;
&lt;br /&gt;
However, in response to this, the user known as Auro (a veteran MzW player who had been playing on and off since the V2.5 days) decided that he too wanted to make his own dicebot. And, the very next day, he had produced and uploaded Latius' MzW Bot, the first alpha version of his bot.&lt;br /&gt;
&lt;br /&gt;
While SnakeEyes would overshadow his work, Auro strove to make the bot do stuff which SnakeEyes couldn't currently do, and while it is coded in lua, he has taken steps to learn how to convert it to python and had offered to allow SnakeEyes and/or Tsuchinoko, the two official MzW bots which he calls DeltaBot the &amp;quot;little brother&amp;quot; of, to integrate the code he had made into them. The bot is being maintained and hosted by '''Auro (LatiusAuro#6170)''' as an alternative unofficial bot.&lt;br /&gt;
&lt;br /&gt;
DeltaBot is built on three core values: '''Effeciency''', to reduce the number of commands needed to be used by a GM; '''Practicality''', to make sure that the commands have a good use, and the all-important '''Fun Factor'''. Because some times, you just want to have fun with a bot.&lt;br /&gt;
&lt;br /&gt;
== Adding DeltaBot to your server ==&lt;br /&gt;
&lt;br /&gt;
As an unofficial bot, we do not recommend adding DeltaBot - and at the moment, DeltaBot is in a closed Beta, useable only on the official MzW server. When DeltaBot becomes more open beta, you can use +invite to get the invite link.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
===Information===&lt;br /&gt;
&lt;br /&gt;
* '''+help''' - Displays a list of commands. Putting a command after the help will display extra help about said command&lt;br /&gt;
* '''+success''' - Created to help make checking the number of successes from SnakeEyes much easier, this command accepts a string of true and false, hit and miss, yes and no and/or 1 and 0 values, and returns the number of successes from that string.&lt;br /&gt;
* '''+about''' - DeltaBot will introduce himself and tell you all about him.&lt;br /&gt;
* '''+invite''' - Get the invite link to DeltaBot so you can add him to your server.&lt;br /&gt;
&lt;br /&gt;
=== Rolls ===&lt;br /&gt;
&lt;br /&gt;
* '''+r xdy z''' - Rolls '''x'''d'''y''', plus or minus '''z'''. Adding t to the end causes the bot to only show the total of the roll.&lt;br /&gt;
* '''+rr n xdy z''' - Repeat rolls. Rolls '''x'''d'''y''', plus or minus z, '''n''' times and displays the results for each set of dice.&lt;br /&gt;
* '''+r% n z''' - Percentile rolls. Rolls'''n'''d% (where a d% is made of 1d10 + (1d10)*10, with 10s counting as 0s, and a result of 00 counting as 100) A target ('''z''') can be provided, which will give the number of successes obtained (A success being a value which is less than or equal to the target)&lt;br /&gt;
* '''+r% tz''' - As above, but rolling a single percentile die with a target of t.&lt;br /&gt;
* '''+r% n&amp;gt;z''' or '''+r% &amp;gt;tz''' - As above, but with a success being greater than or equal to the target score instead.&lt;br /&gt;
* '''+atk n ft ir''' - Attack rolls. Rolls '''n''' number of 2d6, and then compares the results to the provided FT and IR values (which default to 6 and 2 if not provided) and then gives the number of crits, solid hits, inaccurate hits, misses and critical failures, as well as the attack roll string.&lt;br /&gt;
* '''+haggle l p m''' - Haggle Roll. '''l''' is the skill level of the character haggling, while '''p''' is the percentage they are trying to haggle for, and '''m''' is the bonus modifier from good roleplaying. If selling items, suffixing a s to the end will tell the bot that you're selling, otherwise, it will assume that you are buying. If the percentage is too high for the skill level, then the bot will refuse to roll and will inform the user of the cap in which they can haggle up to, otherwise, it will roll 2d6-m and compare it to the target for the percentage desired. If the roll is a success or critical success, the bot will inform you that the character got their discount/increase (on a critical, it will increase said value by 10%) as well as the '''SP''' gained from the success, while a critical failure will inform you that the other party hits the character by applying the percentage in a negative way.&lt;br /&gt;
* '''+craft s i''' - Crafting roll. '''s''' is the skill level of the character doing the crafting and '''i''' is the level of the item being crafted. If a &amp;quot;y&amp;quot;, &amp;quot;yes&amp;quot; or &amp;quot;true&amp;quot; is provided, then the roll will add in the fact that you have a blueprint. This will take the base target of success based on the level, modifying it by the skill level and if the blueprint is included, and will either roll 1d100 and compare it to the target, or (if the success is guaranteed) will automatically pass with no need to roll. If it succeeds, it will also show the '''1SP''' the player gains as a result.&lt;br /&gt;
* '''+hunt l x t''' - Butchering roll. '''l''' is the skill level of the character doing the butchering, while '''x''' is the (optional) meat worth of the target, and '''t''' is either a string for what tier of meat it is, or their equivalent tier number if the meat worth is provided. (delicacy = 2, luxury = 4, tainted = -1, illegal = -2. Anything else resolves to normal or 1) Adding &amp;quot;cooked&amp;quot; in the command or &amp;quot;f&amp;quot; at the end means the meat is cooked, and thus the -5% malus would be applied, but the bonus nutrition would be added so long as the meat is not tainted, while adding &amp;quot;price&amp;quot; or &amp;quot;worth&amp;quot; to the command or &amp;quot;p&amp;quot; at the end will give the worth of the meat in P$ - however, these will only apply if the meat worth is provided as if it's provided, it will print out a string like the following: ''[Food] Hunting - Raw game meat, 11 units - xxx - 3d25 ntri - Delicacy - 110P$ - Weight: 2.2'' - allowing the GM to replace the xxx with the creature butchered for quick input into the character sheet.&lt;br /&gt;
* '''+mine l e f''' - Mining roll, exploration.  '''l''' is the skill level of the character and '''f''' is the floor which they are on. This will roll a 1d100 and look up the result on the mining exploration table, doing any additional rolls as needed before giving the result.&lt;br /&gt;
* '''+mine l p type n m''' - Mining roll, Pick mining. '''l''' is the skill level of the character, '''type''' is either &amp;quot;m&amp;quot; for Metal, &amp;quot;g&amp;quot; for Gemstones or &amp;quot;s&amp;quot; for Serpentium, and n is how many times the character intends to mine for. This will roll n 1d20, comparing them to the target based on the skill level of the character, and will output how many metal chunks/gemstone chunks/pieces of Serpentium was mined out, as well as how much is in each chunk as well as their weight, and the overall weight if mining for metals or gemstones. '''m''' is the max number of chunks in the current area - if provided, and all chunks are mined before all of the intended mining rolls are done, the character will stop early. Any '''SP''' gained, as well as the '''ntri''' and '''wtr''' burned from the mining, will also be shown.&lt;br /&gt;
* '''+mine l d type n m''' - Mining roll, Drill mining. As above, but using a drill to mine. Apart from the adjustments to the target and the  '''ntri''' and '''wtr''' burned from the mining, these two roll types are the same in how you use them.&lt;br /&gt;
* '''+mine l b type d m''' - Mining roll, Blast mining. As above, but using explosives to mine. Instead of providing the number of hits, instead, you provide '''d''', the LDV modifier of the explosives you are going to use. This can only mine one blast at a time, but it will roll 1d8+d, divide that by the modifier determined by your skill level, rounding to the nearest whole number (and to a minimum of 1 and a maximum of m if it's provided) and expose that many chunks of ore, while also displaying the '''SP''' gained from the blast mining.&lt;br /&gt;
&lt;br /&gt;
== For Fun ==&lt;br /&gt;
&lt;br /&gt;
* '''+rumour''' - A variant of Tsuchinoko's '''&amp;amp;rumor''', +rumour gives you a rumour which DeltaBot has heard, which may or may not be true.&lt;br /&gt;
* '''+8ball''' - A variant of Tsuchinoko's '''&amp;amp;asktsuchi''', +8ball allows you to ask DeltaBot a yes/no question, and get a response from DeltaBot in return.&lt;br /&gt;
* '''+MzW''' - They say anything can happen in the Mazes, and using the MzW command could give you anything at all. Random musings from DeltaBot, misquoted quotes, calls for Hebi...&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2021-02-18T20:55:25Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Shooting Range GM Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Due to this Wiki now being discontinued, I will mainly use this page as a sandbox, mostly for stuff regarding '''[[User:Auro/DeltaBot|DeltaBot]]'''.&lt;br /&gt;
&lt;br /&gt;
==Handloading GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;lt;=''y''''', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''/rrt 36 1d100&amp;lt;=40'''; the bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;''y'', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''+r% 36 40'''; the bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mining GM Tips==&lt;br /&gt;
&lt;br /&gt;
===Pick/Drill Mining===&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d20&amp;gt;=''y''''', where:&lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''y''''' is the minimum score required for success, corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+mine ''s'' ''t'' ''m'' ''x'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''''t''''' is the type of mining done: p for pick mining, d for drill mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium), the SP gained and how much ntri and wtr was burned from the mining session.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blast Mining===&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may use this command: '''+mine ''s'' b ''m'' ''l'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''b''' is used to tell the bot this is blast mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''l''''' is the LDV modifier for the explosions you are using to mine&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium) and the SP gained.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dojo GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;gt;=65''', where '''''x''''' is the amount of strikes.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
&lt;br /&gt;
We recommend not rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent SnakeEyes from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''250 1x100&amp;gt;=65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;65, where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shooting Range GM Tips==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;gt;=75''', where '''''x''''' is the amount of strikes.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
&lt;br /&gt;
We recommend not rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent SnakeEyes from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''250 1x100&amp;gt;=65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;75, where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2021-02-18T20:55:14Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Dojo GM Tip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Due to this Wiki now being discontinued, I will mainly use this page as a sandbox, mostly for stuff regarding '''[[User:Auro/DeltaBot|DeltaBot]]'''.&lt;br /&gt;
&lt;br /&gt;
==Handloading GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;lt;=''y''''', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''/rrt 36 1d100&amp;lt;=40'''; the bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;''y'', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''+r% 36 40'''; the bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mining GM Tips==&lt;br /&gt;
&lt;br /&gt;
===Pick/Drill Mining===&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d20&amp;gt;=''y''''', where:&lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''y''''' is the minimum score required for success, corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+mine ''s'' ''t'' ''m'' ''x'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''''t''''' is the type of mining done: p for pick mining, d for drill mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium), the SP gained and how much ntri and wtr was burned from the mining session.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blast Mining===&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may use this command: '''+mine ''s'' b ''m'' ''l'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''b''' is used to tell the bot this is blast mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''l''''' is the LDV modifier for the explosions you are using to mine&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium) and the SP gained.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dojo GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;gt;=65''', where '''''x''''' is the amount of strikes.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
&lt;br /&gt;
We recommend not rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent SnakeEyes from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''250 1x100&amp;gt;=65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;65, where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shooting Range GM Tips==&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;gt;=75''', where '''''x''''' is the amount of strikes.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
&lt;br /&gt;
We recommend not rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent SnakeEyes from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''250 1x100&amp;gt;=65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;75, where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2021-02-18T20:54:47Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Due to this Wiki now being discontinued, I will mainly use this page as a sandbox, mostly for stuff regarding '''[[User:Auro/DeltaBot|DeltaBot]]'''.&lt;br /&gt;
&lt;br /&gt;
==Handloading GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;lt;=''y''''', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''/rrt 36 1d100&amp;lt;=40'''; the bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;''y'', where:&lt;br /&gt;
* '''''x''''' is the amount of shots for a given caliber&lt;br /&gt;
* '''''y''''' is the chance of success corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
In the situation described above, to determine the chances of finding spent casings for 36 shots of 9x19mm with Hikaru's Expert level, you would type '''+r% 36 40'''; the bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mining GM Tips==&lt;br /&gt;
&lt;br /&gt;
===Pick/Drill Mining===&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d20&amp;gt;=''y''''', where:&lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''y''''' is the minimum score required for success, corresponding to the character's skill level.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+mine ''s'' ''t'' ''m'' ''x'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''''t''''' is the type of mining done: p for pick mining, d for drill mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''x''''' is the amount of strikes performed at once&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium), the SP gained and how much ntri and wtr was burned from the mining session.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blast Mining===&lt;br /&gt;
&lt;br /&gt;
{{GMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may use this command: '''+mine ''s'' b ''m'' ''l'' ''z''''', where:&lt;br /&gt;
* '''''s''''' is the skill level of the character&lt;br /&gt;
* '''b''' is used to tell the bot this is blast mining&lt;br /&gt;
* '''''m''''' is the ore type: m for metals, g for gemstones, s for Serpentium &lt;br /&gt;
* '''''l''''' is the LDV modifier for the explosions you are using to mine&lt;br /&gt;
* '''''z''''' is the maximun number of ores which could be mined.&lt;br /&gt;
&lt;br /&gt;
The bot will print out how much ore you mined out, how much each ore chunk weighs (except for Serpentium) and the SP gained.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dojo GM Tip==&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;gt;=65''', where '''''x''''' is the amount of strikes.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
&lt;br /&gt;
We recommend not rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent SnakeEyes from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''250 1x100&amp;gt;=65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;65, where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shooting Range GM Tips==&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the '''SnakeEyes ''' Discord bot, you may use this command: '''/rrt ''x'' 1d100&amp;gt;=75''', where '''''x''''' is the amount of strikes.&lt;br /&gt;
&lt;br /&gt;
The bot will print out a string of True and False results. This can then be converted into 1s and 0s, and then using '''&amp;amp;injuries''' followed by the string of 1s and 0s to get the total number of successes.&lt;br /&gt;
&lt;br /&gt;
We recommend not rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent SnakeEyes from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''250 1x100&amp;gt;=65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DeltaGMTip&lt;br /&gt;
|tiptext=If you are using the ''unofficial'' '''DeltaBot''' Discord bot, you may instead use this command: '''+r% ''x''&amp;gt;75, where '''''x''''' is the amount of strikes. The bot will print out all of the rolls, as well as the total number of successes.&lt;br /&gt;
&lt;br /&gt;
DeltaBot does not allow rolling more than 250 dice at once ('''''x''''' = 250 or less), to prevent him from spitting errors or becoming unresponsive. To roll a full 500 rounds, simply roll '''+r% 250&amp;gt;65''' twice and add together the number of successes.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Template:DeltaGMTip</id>
		<title>Template:DeltaGMTip</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Template:DeltaGMTip"/>
				<updated>2021-02-18T20:52:50Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%; margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#0dcb0d; color:white&amp;quot; | '''Latius' tips for Game Masters'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; background-color:#CACACA; font-size:9pt; color:black&amp;quot;| {{{tiptext|''Unknown''}}}&lt;br /&gt;
&lt;br /&gt;
Please note that the above tip uses ''unofficial'' bots, which may not always be up.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Template:DeltaGMTip</id>
		<title>Template:DeltaGMTip</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Template:DeltaGMTip"/>
				<updated>2021-02-18T20:49:35Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: For DeltaBot Tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%; margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#0dcb0d; color:white&amp;quot; | '''Latius' tips for Game Masters'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; background-color:#CACACA; font-size:9pt; color:black&amp;quot;| {{{tiptext|''Unknown''}}}&lt;br /&gt;
&lt;br /&gt;
Please note that the above tip uses ''unofficial'' bots, which may not always be up.|}&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Template:GMTip</id>
		<title>Template:GMTip</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Template:GMTip"/>
				<updated>2021-02-18T20:16:20Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: Ported from the new Wiki just for sandbox usage,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%; margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#cb0d0d; color:white&amp;quot; | '''Tips for Game Masters'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; background-color:#CACACA; font-size:9pt; color:black&amp;quot;| {{{tiptext|''Unknown''}}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/MazeWorld</id>
		<title>MazeWorld</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/MazeWorld"/>
				<updated>2021-02-14T16:54:24Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Welcome to the Mazes! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Find us on:''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''''Join us:'''''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ''[https://goo.gl/forms/oRe35bbgNsYCVU5M2 Contestant Sign-up form]''&lt;br /&gt;
|-&lt;br /&gt;
| '''IRC channels'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''irc.stormbit.net''', channels '''#MazeWorld''' and '''#MzWBeta'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Discord'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [https://discord.gg/sB2UFKg Access our Discord server here]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Welcome to the Mazes! =&lt;br /&gt;
Welcome to '''MazeWorld.net'''; the information resource base about '''MazeWorld''', a play-by-chat roleplaying game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''We have now migrated away from this website to a new and improved wiki. Find it at http://mazeworld.net'''&lt;br /&gt;
&lt;br /&gt;
'''MazeWorld''' is the dystopian realm in which [[Contestant|you, the Contestant,]] must venture into. Taken away from your original homeworld and pitted into this realm, you will have to find your way in the Mazes, from the relatively safe [[Towns]] to the much more dangerous [[Uncivilized Area]] where abandoned ruins lie, monsters lurk, and loot awaits.&lt;br /&gt;
&lt;br /&gt;
In the Mazes, you will be able to find suitable [[Weapon|weapons]], appropriate [[Clothing and armor|clothing and armor]], and useful [[Food|items]] [[Medical aid|of]] [[Valuable|many]] [[Crafting|kinds]], in order to fend off all of the [[Encounters|menaces]] that will come in the way. You may also need to deal with the various battling Factions of the Mazes ; the human-only '''Maze Military''' fighting off against the uprising '''Youkai Activists''', the '''Law Enforcement''' chasing the '''Outlaws''', and the eternal bureaucratic competition between '''Heaven Ltd.''' and '''Hell Inc.'''&lt;br /&gt;
&lt;br /&gt;
Your primary objective is to retrieve the [[Cardinal Amulet|four Cardinal Amulets]] ; legendary artifacts rumored to have been forged by the Gods themselves. Those amulets are the key to reach the end and be granted your way back home; many of which are in the hands of powerful [[Factions]] who are aware of the importance of these artifacts. Create, improve, and perfect your loadout, improve your skills and abilities, work for - or against! - any faction of your choice in order to complete your objective, and reap the rewards - or the consequences - of your actions. Go as far as you can, leave as much of a mark as you wish to leave on the Mazes; but remember the most important thing: '''stay safe out there!'''&lt;br /&gt;
&lt;br /&gt;
So, Contestant, what's your next move?&lt;br /&gt;
&lt;br /&gt;
= Info =&lt;br /&gt;
&lt;br /&gt;
* Make sure to read and understand the [[Chat rules|rules]].&lt;br /&gt;
&lt;br /&gt;
* If you like the game, please consider [[Donations|making a donation]] to the author! The money will be used to provide more services and fund projects to make the game better and easier to reach to more players! We are also constantly writing and developing new features and content to help make the game richer and overall better to play and enjoy.&lt;br /&gt;
** [[Donations]] received and current finances&lt;br /&gt;
&lt;br /&gt;
* [[Meet the Staff]]; the people behind MazeWorld and the important figures.&lt;br /&gt;
&lt;br /&gt;
= Contribution board =&lt;br /&gt;
Do you want to help and contribute to the game? Did you do something MazeWorld related and you want to show us? Here is a list of activities that are available:&lt;br /&gt;
&lt;br /&gt;
* [[Artists wanted]] to help illustrate the articles. [[Fanworks]] are also appreciated!&lt;br /&gt;
* '''Suggestions''' are always read and welcome. Head on over to our IRC channel if you have an idea to improve or add to the game.&lt;br /&gt;
&lt;br /&gt;
= Main menu =&lt;br /&gt;
*Read the latest changes made to the game on the [[Guide:Changelog|Changelog]].&lt;br /&gt;
*Read a [[Special:Random|Random wiki page]].&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
*[[Contestant|List of contestants]]&lt;br /&gt;
*[[Leaderboards]]&lt;br /&gt;
*[[Guide:Schedule|Scheduled games]]&lt;br /&gt;
*[[Guide:Logs|Logs of past games]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay aspects ==&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Room|Rooms]] and [[Miscellaneous rooms]]&lt;br /&gt;
*[[Secondary effect|Secondary effects]]&lt;br /&gt;
*[[Physio code]]&lt;br /&gt;
*[[Telephone network]]&lt;br /&gt;
&lt;br /&gt;
== Game content ==&lt;br /&gt;
*[[Towns]] and [[Uncivilized Area]]&lt;br /&gt;
*[[Weapon|Weapons]]&lt;br /&gt;
*[[Weapon accessory|Weapon accessories]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
* Consumables: [[Food]], [[Medical aid|Medical aids]], [[Mushroom|Mushrooms]]&lt;br /&gt;
*[[Clothing and armor]]&lt;br /&gt;
*[[Bionic augmentations]]&lt;br /&gt;
*[[Valuable|Valuables]]&lt;br /&gt;
*[[Key Item|Key items]]&lt;br /&gt;
*[[Encounters]], [[Characters]] and [[Factions]]&lt;br /&gt;
*[[MAIM]] - Mercenary Agency in the Mazes&lt;br /&gt;
*[[Skills]] and Skill-related activities: [[Hunting]], [[Crafting]], [[Handloading]], [[Mining]], [[Bartering]], [[Repairing]], [[Lockpicking]]&lt;br /&gt;
*Repeatable jobs and activities: [[Trading Missions]], [[Mercenary Contracts]], [[Mining]]&lt;br /&gt;
*[[Maze Customs]]&lt;br /&gt;
*[[Supply crate|Supply crates]] and [[Containers]]&lt;br /&gt;
&lt;br /&gt;
== Storyline ==&lt;br /&gt;
*[[Startgame]]&lt;br /&gt;
*[[Quests]]&lt;br /&gt;
*[[Endgame]]&lt;br /&gt;
&lt;br /&gt;
== Meta ==&lt;br /&gt;
*[[Other topics]]&lt;br /&gt;
*[[Achievements]]&lt;br /&gt;
*[[Special events]]&lt;br /&gt;
&lt;br /&gt;
= What is MazeWorld? =&lt;br /&gt;
=== The realm ===&lt;br /&gt;
'''''It must be noted that the terms 'the Mazes', 'Mazeworld' and 'MazeWorld' are all valid references ot the name of the realm.'''''&lt;br /&gt;
&lt;br /&gt;
'''MazeWorld''' (also referred to as '''the Mazes''') itself is a strange realm, which is run by a creature who calls herself the [[Administrator]], and where the very notions of time, space and reality are distorted and different from our world; so much that it is arguable MazeWorld may exist in its very own plane of existence rather than in the 'Universe' (or universes). The realm itself is mainly composed of a seemingly endless amount rooms and areas, connected with each other using endless doors and accessways, with seldom access to wider, more open 'outside' areas simulating daytime and nighttime. Certain of these areas are organized into [[Towns]], forming populations and communities. The rest of the rooms form the [[Uncivilized Area]], with no coherent layout, and which seems to be a random and constantly shifting.&lt;br /&gt;
&lt;br /&gt;
According to the [[Administrator]], Mazeworld is &amp;quot;the world between all worlds, located in [[the Interloper]] of the Universes, through which anything that exists in any universe can come through&amp;quot;, which may explain the variety of creatures and items that can be encountered inside the Mazes, and how contestants may [[Startgame|end up here]] after their life in their respective homeworlds.&lt;br /&gt;
&lt;br /&gt;
More in-depth information about what can be found in the Mazes is detailed in the categories above.&lt;br /&gt;
&lt;br /&gt;
=== The game's history ===&lt;br /&gt;
&lt;br /&gt;
The game has formally existed since '''February 10th, 2011'''. Read the [[Timeline of Mazeworld]] to know more about the past of the project.&lt;br /&gt;
&lt;br /&gt;
MzW sessions are currently held by [[Tempest|the author]].&lt;br /&gt;
&lt;br /&gt;
The purpose of this wiki is to serve as an encyclopedia about the game, for the author's and the players' needs. We hope it will serve your interests as a player, and will pique the curiosity of those who aren't players yet.&lt;br /&gt;
&lt;br /&gt;
== Legal Notice ==&lt;br /&gt;
MazeWorld, MzW, the game concept, the files and event lists, the rules, the story, the characters and all related information and data (hereby referred to as 'MzW system'), at the specific exception of player characters and user-created content, are '''Copyright © 2008-2017 [[Tempest|Corentin &amp;quot;Tempest&amp;quot; Bernard]], all rights reserved.''' You do not have the right to copy, reproduce, modify or claim ownership on parts or entirety of the MzW system, nor do you have the right use the MzW system or parts thereof, as-is or modified, in other games, without my express and written consent. Any mentions claiming that content or work written on this website is under GNU License 1.3 is to be considered invalid and untrue - these mentions are part of the wiki software and are to be ignored; the author has neither signed nor agreed, tacitly or implicitly, to release anything under GNU license.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note that characters, backstories and other user-submitted content is only presented on this website for informational purposes; we do not claim copyright or ownership of the characters (or any material related to them), and they remain solely the intellectual property of their respective authors.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All other trademarks, brand names and other intellectual property referenced or named in the game that quite obviously isn't mine, are '''Copyright © to their respective owners.''' No weapon or gear manufacturer is affiliated with, or has sponsored, or endorsed this game. I claim no ownership on these trademarks, and are only used or named for realism, accuracy and flavor purposes. In particular, the representation of named and branded firearms, weapons and other items, is not to be construed as affiliation, sponsorship, or advertisement of these manufacturers or their products.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duplication, reproduction, copying, any commercial use of the MzW system or any information on this wiki is strictly forbidden without my explicit consent.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Clothing_and_armor</id>
		<title>Clothing and armor</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Clothing_and_armor"/>
				<updated>2018-02-04T22:35:10Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Clothing''', and subsequently '''armor''', are an essential aspect of the game, and just like [[Weapon|weapons]], necessary to have better chances to survive [[Mazeworld]]'s many hazards. As a whole, they may be referred to as simply '''clothing'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Several types of clothing exist, and like weapons, they are classed into different categories. A [[Contestant|contestant]] may only wear up to one of each type of clothing, unless they are a [[Youkai|youkai]], in which case they may only be able to wear LBEs.&lt;br /&gt;
&lt;br /&gt;
In most cases, clothes are found at random in the [[Room|rooms]]. Human [[Encounters|encounters]] are the primary users of clothing and armor in the Mazes, and wearing the correct sets of clothing some of them wear may grant the contestant the ability to pass off as one of them; in other words, to [[secondary effects|disguise]].&amp;lt;br /&amp;gt;&lt;br /&gt;
Alternatively, a contestant may also find a [[clothes shop]], which may help the contestant buying extra pieces of clothing they can't find anywhere else.&lt;br /&gt;
&lt;br /&gt;
Clothes that are worn are called '''equipped clothing''', and clothes that are in the [[LBE|inventory]] are called '''spare clothing'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the following actions take '''1 turn''' to complete:&lt;br /&gt;
* Putting on a piece of clothing, if the piece of clothing is immediately available (i.e. on the floor, in a piece of LBE other than a backpack, or an open backpack)&lt;br /&gt;
* Taking off a piece of clothing and placing it in LBE or an open backpack, or tossing it on the floor&lt;br /&gt;
* Inserting a [[trauma plate]] in a plate carrier body armor&lt;br /&gt;
** Body armor with a trauma plate inside cannot be placed in the inventory - they must be separated before placing the body armor in the inventory.&lt;br /&gt;
* Removing a [[trauma plate]] from a plate carrier body armor&lt;br /&gt;
&lt;br /&gt;
Clothing provide a certain level of protection against damage over the specific body parts they cover - the different types are called '''Armor Classes'''.&lt;br /&gt;
*There are eight different armor classes, in order of effectiveness from worst to best: '''C1, C2, C3, A1, A2, A3, A4, A5'''&lt;br /&gt;
**'''Cx''' ACs represent clothing protection; C1 can symbolize either absence of clothes (as it is the AC of a naked body part) or very light clothes. C2 represents normal light clothing, and C3 represents tough clothing.&lt;br /&gt;
**'''Ax''' ACs represent armored protection; from superlight armor (A1), to light (A2), medium (A3), heavy (A4), and finally powered (A5).&lt;br /&gt;
&lt;br /&gt;
Clothing '''may be damaged''' as well - Every piece of clothing has a '''Damage counter''', which is unseen unless the Contestant has access to a [[Secondary effect|Vital HUD]]. Barring certain modifications, clothing can have up to 4 points of damage.&lt;br /&gt;
* 4 units (or more): Brand new&lt;br /&gt;
* Between 3.1 and 3.9: Good condition&lt;br /&gt;
* Between 2.1 and 3: Worn&lt;br /&gt;
* Between 1.1 and 2: Damaged&lt;br /&gt;
* Between 0.1 and 1: Ruined&lt;br /&gt;
* When a piece of clothing reaches 0 units, it falls apart and becomes completely unusable.&lt;br /&gt;
&lt;br /&gt;
Randomly generated clothing may be found with random condition as well, ranging from 0.1 to 4 points.&lt;br /&gt;
&lt;br /&gt;
Depending on the kind of clothing, they may protect against a specific kind of threat or not. On every article will be shown a [[Protection chart|protection chart]] that details '''what body part is protected''', and '''from what it will protect''' (referred to as the '''clothing resistances''').&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Damage counter''', which starts at 4 points, and is decreased by 1 every time a damage type it is not at least '''Resistant''' to, hits it (except Bullet-type damage). If a specific clothing article's Damage counter drops to 0, it is destroyed and falls apart into pieces, rendered useless. Damaged clothes give no penalty and a piece of clothing with a low value protects as much as one with a high value, but one should watch them closely, especially after fights.&lt;br /&gt;
&lt;br /&gt;
Depending on the clothing proofs, a specific piece of clothing may be more or less damaged by the various damage types.&lt;br /&gt;
More information here: [[Protection chart]]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' A piece of clothing in one category '''may protect more than one body part'''.&lt;br /&gt;
&lt;br /&gt;
*'''Example''': The [[sarashi]] is a Top that only covers the torso, while the [[shirt with tie]] is a long-sleeved Top that covers the torso and the arms. Please refer to the individual articles of each piece of clothing for more information about what body parts they do cover.&lt;br /&gt;
&lt;br /&gt;
It must also be noted that '''if multiple clothes protect the same body part''':&lt;br /&gt;
&lt;br /&gt;
*During [[Pain]] and [[Limb damage]] calculation, if a hit is sustained on body part protected by multiple pieces of clothing/armor, the piece with '''the highest AC prevails'''.&lt;br /&gt;
*During [[Protection chart|clothing damage]] calculation, all pieces of clothing protecting this body part are affected. Again using the example with the armored dress and the flak jacket, both of them are '''Blunt-PROOF''' and '''Sharp-Resistant''', but only the flak jacket is also '''Piercing-Resistant'''. If a contestant wearing both is hit in the chest by a Piercing-type attack, the Flak Jacket will not be affected, but the Armored dress will be damaged.&lt;br /&gt;
&lt;br /&gt;
==== Headgear ====&lt;br /&gt;
Headgear are the clothing usually covering the head of the contestant. They range from a variety of hats to helmets.&lt;br /&gt;
&lt;br /&gt;
[[List of headgear]]&lt;br /&gt;
&lt;br /&gt;
==== Tops ====&lt;br /&gt;
Tops are the clothing usually covering the upper body of the contestant. They range from simple shirts to suits.&lt;br /&gt;
&lt;br /&gt;
[[List of tops]]&lt;br /&gt;
&lt;br /&gt;
==== Body armor ====&lt;br /&gt;
'''Body armor''' is typically designed to be worn over tops, and constitute the bread and butter of personal protection. They are an additional layer of clothing that usually covers the upper body, which is the most common target during fights. As such, body armor is essential.&lt;br /&gt;
&lt;br /&gt;
[[List of body armors]]&lt;br /&gt;
&lt;br /&gt;
==== Arms add-ons ====&lt;br /&gt;
Arms add-ons are designed to be worn on the arms. They can be seen as completing the body add-ons as a way to provide an extra layer of clothing.&lt;br /&gt;
&lt;br /&gt;
[[List of arms add-ons]]&lt;br /&gt;
&lt;br /&gt;
==== Bottoms ====&lt;br /&gt;
Bottoms are the clothing usually covering the lower body of the contestant. They range from simple underwear to a variety of pants.&lt;br /&gt;
&lt;br /&gt;
[[List of bottoms]]&lt;br /&gt;
&lt;br /&gt;
==== Legs add-ons ====&lt;br /&gt;
Legs add-ons are designed to be worn on the legs. Another extra layer of clothing, they are completing the body add-ons in their role as armor.&lt;br /&gt;
&lt;br /&gt;
[[List of legs add-ons]]&lt;br /&gt;
&lt;br /&gt;
==== Footwear ====&lt;br /&gt;
Footwear are all the clothing designed to cover the feet. Ranging from flip-flops to a variety of shoes and boots, they provide protection to the feet.&lt;br /&gt;
&lt;br /&gt;
[[List of footwear]]&lt;br /&gt;
&lt;br /&gt;
==== Load-bearing gear ====&lt;br /&gt;
''For more information: [[Load-bearing equipment]]''&lt;br /&gt;
&lt;br /&gt;
==== Trauma plates ====&lt;br /&gt;
''For more information: [[Trauma plates]]''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Secondary effect]]&lt;br /&gt;
*[[Backpack]]&lt;br /&gt;
*[[Supply crate]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Clothing_and_armor</id>
		<title>Clothing and armor</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Clothing_and_armor"/>
				<updated>2018-02-04T22:34:31Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Clothing''', and subsequently '''armor''', are an essential aspect of the game, and just like [[Weapon|weapons]], necessary to have better chances to survive [[Mazeworld]]'s many hazards. As a whole, they may be referred to as simply '''clothing'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Several types of clothing exist, and like weapons, they are classed into different categories. A [[Contestant|contestant]] may only wear up to one of each type of clothing, unless they are a [[Youkai|youkai]].&lt;br /&gt;
&lt;br /&gt;
In most cases, clothes are found at random in the [[Room|rooms]]. Human [[Encounters|encounters]] are the primary users of clothing and armor in the Mazes, and wearing the correct sets of clothing some of them wear may grant the contestant the ability to pass off as one of them; in other words, to [[secondary effects|disguise]].&amp;lt;br /&amp;gt;&lt;br /&gt;
Alternatively, a contestant may also find a [[clothes shop]], which may help the contestant buying extra pieces of clothing they can't find anywhere else.&lt;br /&gt;
&lt;br /&gt;
Clothes that are worn are called '''equipped clothing''', and clothes that are in the [[LBE|inventory]] are called '''spare clothing'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the following actions take '''1 turn''' to complete:&lt;br /&gt;
* Putting on a piece of clothing, if the piece of clothing is immediately available (i.e. on the floor, in a piece of LBE other than a backpack, or an open backpack)&lt;br /&gt;
* Taking off a piece of clothing and placing it in LBE or an open backpack, or tossing it on the floor&lt;br /&gt;
* Inserting a [[trauma plate]] in a plate carrier body armor&lt;br /&gt;
** Body armor with a trauma plate inside cannot be placed in the inventory - they must be separated before placing the body armor in the inventory.&lt;br /&gt;
* Removing a [[trauma plate]] from a plate carrier body armor&lt;br /&gt;
&lt;br /&gt;
Clothing provide a certain level of protection against damage over the specific body parts they cover - the different types are called '''Armor Classes'''.&lt;br /&gt;
*There are eight different armor classes, in order of effectiveness from worst to best: '''C1, C2, C3, A1, A2, A3, A4, A5'''&lt;br /&gt;
**'''Cx''' ACs represent clothing protection; C1 can symbolize either absence of clothes (as it is the AC of a naked body part) or very light clothes. C2 represents normal light clothing, and C3 represents tough clothing.&lt;br /&gt;
**'''Ax''' ACs represent armored protection; from superlight armor (A1), to light (A2), medium (A3), heavy (A4), and finally powered (A5).&lt;br /&gt;
&lt;br /&gt;
Clothing '''may be damaged''' as well - Every piece of clothing has a '''Damage counter''', which is unseen unless the Contestant has access to a [[Secondary effect|Vital HUD]]. Barring certain modifications, clothing can have up to 4 points of damage.&lt;br /&gt;
* 4 units (or more): Brand new&lt;br /&gt;
* Between 3.1 and 3.9: Good condition&lt;br /&gt;
* Between 2.1 and 3: Worn&lt;br /&gt;
* Between 1.1 and 2: Damaged&lt;br /&gt;
* Between 0.1 and 1: Ruined&lt;br /&gt;
* When a piece of clothing reaches 0 units, it falls apart and becomes completely unusable.&lt;br /&gt;
&lt;br /&gt;
Randomly generated clothing may be found with random condition as well, ranging from 0.1 to 4 points.&lt;br /&gt;
&lt;br /&gt;
Depending on the kind of clothing, they may protect against a specific kind of threat or not. On every article will be shown a [[Protection chart|protection chart]] that details '''what body part is protected''', and '''from what it will protect''' (referred to as the '''clothing resistances''').&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Damage counter''', which starts at 4 points, and is decreased by 1 every time a damage type it is not at least '''Resistant''' to, hits it (except Bullet-type damage). If a specific clothing article's Damage counter drops to 0, it is destroyed and falls apart into pieces, rendered useless. Damaged clothes give no penalty and a piece of clothing with a low value protects as much as one with a high value, but one should watch them closely, especially after fights.&lt;br /&gt;
&lt;br /&gt;
Depending on the clothing proofs, a specific piece of clothing may be more or less damaged by the various damage types.&lt;br /&gt;
More information here: [[Protection chart]]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' A piece of clothing in one category '''may protect more than one body part'''.&lt;br /&gt;
&lt;br /&gt;
*'''Example''': The [[sarashi]] is a Top that only covers the torso, while the [[shirt with tie]] is a long-sleeved Top that covers the torso and the arms. Please refer to the individual articles of each piece of clothing for more information about what body parts they do cover.&lt;br /&gt;
&lt;br /&gt;
It must also be noted that '''if multiple clothes protect the same body part''':&lt;br /&gt;
&lt;br /&gt;
*During [[Pain]] and [[Limb damage]] calculation, if a hit is sustained on body part protected by multiple pieces of clothing/armor, the piece with '''the highest AC prevails'''.&lt;br /&gt;
*During [[Protection chart|clothing damage]] calculation, all pieces of clothing protecting this body part are affected. Again using the example with the armored dress and the flak jacket, both of them are '''Blunt-PROOF''' and '''Sharp-Resistant''', but only the flak jacket is also '''Piercing-Resistant'''. If a contestant wearing both is hit in the chest by a Piercing-type attack, the Flak Jacket will not be affected, but the Armored dress will be damaged.&lt;br /&gt;
&lt;br /&gt;
==== Headgear ====&lt;br /&gt;
Headgear are the clothing usually covering the head of the contestant. They range from a variety of hats to helmets.&lt;br /&gt;
&lt;br /&gt;
[[List of headgear]]&lt;br /&gt;
&lt;br /&gt;
==== Tops ====&lt;br /&gt;
Tops are the clothing usually covering the upper body of the contestant. They range from simple shirts to suits.&lt;br /&gt;
&lt;br /&gt;
[[List of tops]]&lt;br /&gt;
&lt;br /&gt;
==== Body armor ====&lt;br /&gt;
'''Body armor''' is typically designed to be worn over tops, and constitute the bread and butter of personal protection. They are an additional layer of clothing that usually covers the upper body, which is the most common target during fights. As such, body armor is essential.&lt;br /&gt;
&lt;br /&gt;
[[List of body armors]]&lt;br /&gt;
&lt;br /&gt;
==== Arms add-ons ====&lt;br /&gt;
Arms add-ons are designed to be worn on the arms. They can be seen as completing the body add-ons as a way to provide an extra layer of clothing.&lt;br /&gt;
&lt;br /&gt;
[[List of arms add-ons]]&lt;br /&gt;
&lt;br /&gt;
==== Bottoms ====&lt;br /&gt;
Bottoms are the clothing usually covering the lower body of the contestant. They range from simple underwear to a variety of pants.&lt;br /&gt;
&lt;br /&gt;
[[List of bottoms]]&lt;br /&gt;
&lt;br /&gt;
==== Legs add-ons ====&lt;br /&gt;
Legs add-ons are designed to be worn on the legs. Another extra layer of clothing, they are completing the body add-ons in their role as armor.&lt;br /&gt;
&lt;br /&gt;
[[List of legs add-ons]]&lt;br /&gt;
&lt;br /&gt;
==== Footwear ====&lt;br /&gt;
Footwear are all the clothing designed to cover the feet. Ranging from flip-flops to a variety of shoes and boots, they provide protection to the feet.&lt;br /&gt;
&lt;br /&gt;
[[List of footwear]]&lt;br /&gt;
&lt;br /&gt;
==== Load-bearing gear ====&lt;br /&gt;
''For more information: [[Load-bearing equipment]]''&lt;br /&gt;
&lt;br /&gt;
==== Trauma plates ====&lt;br /&gt;
''For more information: [[Trauma plates]]''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Secondary effect]]&lt;br /&gt;
*[[Backpack]]&lt;br /&gt;
*[[Supply crate]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Donations</id>
		<title>Donations</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Donations"/>
				<updated>2017-12-07T16:03:44Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Patreon supporters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| '''''Donation methods:'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;[#img [hash Z0AEJ3MJBKJZME34VXQCWXWX98] [width 120]]&amp;gt;&lt;br /&gt;
| [http://paypal.me/SUTempest PayPal: Click here]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | For one-time donations of any amount.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;[#img [hash 6GQ9JHEC2EAFRRDX7E5DMW8GRW] [width 120]]&amp;gt;&lt;br /&gt;
| [http://ko-fi.com/A815KCU Ko-Fi: Click here]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | For buying me a coffee (one-time, small donations).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;[#img [hash SWECR3RERVJHR0VT8DTVJAQ147] [width 120]]&amp;gt;&lt;br /&gt;
| [https://www.patreon.com/mazeworld Patreon:Click here]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | For being awesome and supporting me monthly.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page lists all of the donations received from all people who have sent a donation through one method or another. Anyone is allowed to donate, including non-players, and in doing so, users may receive Discord roles depending on the donation method ; Ko-Fi and PayPal donators receive the blue '''Donator''' rank on Discord, while Patreon supporters receive the dark blue '''Patreon''' rank.&lt;br /&gt;
&lt;br /&gt;
A minimum of '''1.00 USD''' is recommended in order to receive the Donator role.&lt;br /&gt;
&lt;br /&gt;
People listed as anonymous are people who chose not to have their identity known, or were donations coming from unknown people in the first place.&lt;br /&gt;
&lt;br /&gt;
If you wish to support MazeWorld through other methods, or if you have any questions related to donations, please contact the [[Tempest|author]].&lt;br /&gt;
&lt;br /&gt;
= Patreon supporters =&lt;br /&gt;
&lt;br /&gt;
'''ALL''' Patreon supporters receive extra benefits - please check out the Patreon page for more information&lt;br /&gt;
&lt;br /&gt;
Patreon grades:&lt;br /&gt;
* '''Selfless Snake''' (No Reward Tier Chosen)&lt;br /&gt;
* '''Rattlesnake''' ($1 /month)&lt;br /&gt;
* '''Cobra''' ($3)&lt;br /&gt;
* '''Python''' ($5)&lt;br /&gt;
* '''Viper''' ($10)&lt;br /&gt;
* '''Tsuchinoko''' ($25)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Rank'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Grade'''&lt;br /&gt;
| '''Current pledge'''&lt;br /&gt;
| '''Months of support'''&lt;br /&gt;
|-&lt;br /&gt;
| '''#1'''&lt;br /&gt;
| Toga&lt;br /&gt;
| Viper&lt;br /&gt;
| $15 / month&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| '''#2'''&lt;br /&gt;
| Auro&lt;br /&gt;
| Viper&lt;br /&gt;
| $10 / month&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| '''#3ex'''&lt;br /&gt;
| Groovy_smoothy&lt;br /&gt;
| Python&lt;br /&gt;
| $5 / month&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| '''#4ex'''&lt;br /&gt;
| Murri&lt;br /&gt;
| Selfless Snake&lt;br /&gt;
| $5 / month&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
NOTE: New Patrons may initially see their &amp;quot;months of support&amp;quot; counter at zero - it will increase by 1 each month after payout is successfully confirmed.&lt;br /&gt;
&lt;br /&gt;
= Donators =&lt;br /&gt;
&lt;br /&gt;
One-time donators (through either PayPal or Ko-fi) receive '''RePoints''' as thanks for donating. Donate at least the amount displayed to receive the corresponding amount of RePoints. The tables are as follows (all $ values are assumed to be US dollars):&lt;br /&gt;
&lt;br /&gt;
* '''At least $1.50''': 2 500 RePoints&lt;br /&gt;
* '''At least $3.00''': 5 000 RePoints&lt;br /&gt;
* '''At least $6.00''': 10 000 RePoints&lt;br /&gt;
* '''At least $12.00''': 20 000 RePoints&lt;br /&gt;
* '''At least $18.00''': 30 000 RePoints&lt;br /&gt;
* '''At least $24.00''': 40 000 RePoints&lt;br /&gt;
* '''At least $30.00''': 50 000 RePoints&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Rank'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Total money donated'''&lt;br /&gt;
| '''Total donations made'''&lt;br /&gt;
|-&lt;br /&gt;
| '''#1'''&lt;br /&gt;
| Yoeri&lt;br /&gt;
| $259.99&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#2'''&lt;br /&gt;
| Twib&lt;br /&gt;
| $143.72&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| '''#3'''&lt;br /&gt;
| Auro&lt;br /&gt;
| $132.00&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| '''#4'''&lt;br /&gt;
| Keiji&lt;br /&gt;
| $110.21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#5'''&lt;br /&gt;
| Sharkbeard&lt;br /&gt;
| $44.58&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#6'''&lt;br /&gt;
| C27&lt;br /&gt;
| $16.62&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#7'''&lt;br /&gt;
| JadedPencil&lt;br /&gt;
| $5.83&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#8'''&lt;br /&gt;
| Zalosta&lt;br /&gt;
| $3.56&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#9'''&lt;br /&gt;
| Darkenend&lt;br /&gt;
| $3.44&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| '''#10'''&lt;br /&gt;
| Arctic Frost&lt;br /&gt;
| $1.00&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| N/A&lt;br /&gt;
| Anonymous&lt;br /&gt;
| $85.62&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| '''TOTAL'''&lt;br /&gt;
| '''All donators'''&lt;br /&gt;
| '''$800.57'''&lt;br /&gt;
| '''26'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Donation history ==&lt;br /&gt;
=== August 2013 ===&lt;br /&gt;
* August 19th: '''Yoeri''' donated '''USD 259.99'''.&lt;br /&gt;
* August 20th: '''Keiji''' donated '''USD 110.21'''.&lt;br /&gt;
&lt;br /&gt;
=== October 2013 ===&lt;br /&gt;
* October 14th: '''Auro''' donated '''USD 10.00'''.&lt;br /&gt;
&lt;br /&gt;
=== May 2014 ===&lt;br /&gt;
* May 15th: '''Auro''' donated '''USD 90.00''', and '''Twib''' donated '''USD 50.00'''.&lt;br /&gt;
&lt;br /&gt;
=== June 2014 ===&lt;br /&gt;
* June 5th: '''Twib''' donated '''USD 50.00'''.&lt;br /&gt;
* June 25th: '''Sharkbeard''' donated '''USD 44.58'''.&lt;br /&gt;
&lt;br /&gt;
=== July 2014 ===&lt;br /&gt;
* July 20th: '''Thidran''' donated '''USD 20.00'''.&lt;br /&gt;
&lt;br /&gt;
=== December 2014 ===&lt;br /&gt;
* December 13th: '''Twib''' donated '''USD 20.00'''.&lt;br /&gt;
&lt;br /&gt;
=== June 2015 ===&lt;br /&gt;
* June 2nd: '''an anonymous person''' donated '''USD 7.43''' through the Coffee button (4 coffees).&lt;br /&gt;
* June 3rd: '''Zalosta''' donated '''USD 3.56''' through the Coffee button (2 coffees).&lt;br /&gt;
* June 15th: '''Twib''' donated '''USD 23.72'''.&lt;br /&gt;
* June 19th: '''an anonymous person''' donated '''USD 1.61''' through the Coffee button (1 coffee).&lt;br /&gt;
* June 19th: '''C27''' donated '''USD 1.62''' through the Coffee button (1 coffee).&lt;br /&gt;
&lt;br /&gt;
=== December 2015 ===&lt;br /&gt;
* December 7th: '''an anonymous person''' donated '''USD 5.47''' through the Coffee button (3 coffees).&lt;br /&gt;
* December 15th: '''an anonymous person''' donated '''USD 71.11'''&lt;br /&gt;
&lt;br /&gt;
=== April 2016 ===&lt;br /&gt;
* April 2nd: '''Auro''' donated '''USD 10.00'''.&lt;br /&gt;
&lt;br /&gt;
=== February 2017 ===&lt;br /&gt;
* February 4th: '''Arctic Frost''' donated '''USD 1.00'''.&lt;br /&gt;
&lt;br /&gt;
=== April 2017 ===&lt;br /&gt;
* April 24th: '''C27''' donated '''USD 15.00''' through the Coffee button (A whole month of coffee!).&lt;br /&gt;
&lt;br /&gt;
=== June 2017 ===&lt;br /&gt;
* June 8th: '''Darkenend''' donated '''USD 1.00'''.&lt;br /&gt;
* June 29th: '''JadedPencil''' donated '''USD 0.11''' then '''USD 5.72''' successively.&lt;br /&gt;
&lt;br /&gt;
=== July 2017 ===&lt;br /&gt;
* July 20th: '''Darkenend''' donated '''USD 1.78'''.&lt;br /&gt;
&lt;br /&gt;
=== September 2017 ===&lt;br /&gt;
* September 2nd: '''Auro''' donated '''USD 3.00'''.&lt;br /&gt;
&lt;br /&gt;
=== October 2017 ===&lt;br /&gt;
* October 26th: '''Darkenend''' donated '''USD 0.66'''.&lt;br /&gt;
&lt;br /&gt;
=== November 2017 ===&lt;br /&gt;
* November 12th: '''Auro''' donated '''USD 6.00'''.&lt;br /&gt;
&lt;br /&gt;
=== December 2017 ===&lt;br /&gt;
* December 6th: '''Auro''' donated '''USD 7.00'''.&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Donations</id>
		<title>Donations</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Donations"/>
				<updated>2017-12-06T21:46:26Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Donators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| '''''Donation methods:'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;[#img [hash Z0AEJ3MJBKJZME34VXQCWXWX98] [width 120]]&amp;gt;&lt;br /&gt;
| [http://paypal.me/SUTempest PayPal: Click here]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | For one-time donations of any amount.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;[#img [hash 6GQ9JHEC2EAFRRDX7E5DMW8GRW] [width 120]]&amp;gt;&lt;br /&gt;
| [http://ko-fi.com/A815KCU Ko-Fi: Click here]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | For buying me a coffee (one-time, small donations).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;[#img [hash SWECR3RERVJHR0VT8DTVJAQ147] [width 120]]&amp;gt;&lt;br /&gt;
| [https://www.patreon.com/mazeworld Patreon:Click here]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | For being awesome and supporting me monthly.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page lists all of the donations received from all people who have sent a donation through one method or another. Anyone is allowed to donate, including non-players, and in doing so, users may receive Discord roles depending on the donation method ; Ko-Fi and PayPal donators receive the blue '''Donator''' rank on Discord, while Patreon supporters receive the dark blue '''Patreon''' rank.&lt;br /&gt;
&lt;br /&gt;
A minimum of '''1.00 USD''' is recommended in order to receive the Donator role.&lt;br /&gt;
&lt;br /&gt;
People listed as anonymous are people who chose not to have their identity known, or were donations coming from unknown people in the first place.&lt;br /&gt;
&lt;br /&gt;
If you wish to support MazeWorld through other methods, or if you have any questions related to donations, please contact the [[Tempest|author]].&lt;br /&gt;
&lt;br /&gt;
= Patreon supporters =&lt;br /&gt;
&lt;br /&gt;
'''ALL''' Patreon supporters receive extra benefits - please check out the Patreon page for more information&lt;br /&gt;
&lt;br /&gt;
Patreon grades:&lt;br /&gt;
* '''Rattlesnake''' ($1 /month)&lt;br /&gt;
* '''Cobra''' ($3)&lt;br /&gt;
* '''Python''' ($5)&lt;br /&gt;
* '''Viper''' ($10)&lt;br /&gt;
* '''Tsuchinoko''' ($25)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Rank'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Grade'''&lt;br /&gt;
| '''Months of support'''&lt;br /&gt;
|-&lt;br /&gt;
| '''#1'''&lt;br /&gt;
| Toga&lt;br /&gt;
| Viper - $10 / month&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#2'''&lt;br /&gt;
| Groovy_smoothy&lt;br /&gt;
| Python - $5 / month&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#3'''&lt;br /&gt;
| Auro&lt;br /&gt;
| Viper - $10 / month&lt;br /&gt;
| 2 (Cobra) + 0 (Viper)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Donators =&lt;br /&gt;
&lt;br /&gt;
One-time donators (through either PayPal or Ko-fi) receive '''RePoints''' as thanks for donating. Donate at least the amount displayed to receive the corresponding amount of RePoints. The tables are as follows (all $ values are assumed to be US dollars):&lt;br /&gt;
&lt;br /&gt;
* '''At least $1.50''': 2 500 RePoints&lt;br /&gt;
* '''At least $3.00''': 5 000 RePoints&lt;br /&gt;
* '''At least $6.00''': 10 000 RePoints&lt;br /&gt;
* '''At least $12.00''': 20 000 RePoints&lt;br /&gt;
* '''At least $18.00''': 30 000 RePoints&lt;br /&gt;
* '''At least $24.00''': 40 000 RePoints&lt;br /&gt;
* '''At least $30.00''': 50 000 RePoints&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Rank'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Total money donated'''&lt;br /&gt;
| '''Total donations made'''&lt;br /&gt;
|-&lt;br /&gt;
| '''#1'''&lt;br /&gt;
| Yoeri&lt;br /&gt;
| $259.99&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#2'''&lt;br /&gt;
| Twib&lt;br /&gt;
| $143.72&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| '''#3'''&lt;br /&gt;
| Auro&lt;br /&gt;
| $132.00&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| '''#4'''&lt;br /&gt;
| Keiji&lt;br /&gt;
| $110.21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#5'''&lt;br /&gt;
| Sharkbeard&lt;br /&gt;
| $44.58&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#6'''&lt;br /&gt;
| C27&lt;br /&gt;
| $16.62&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#7'''&lt;br /&gt;
| JadedPencil&lt;br /&gt;
| $5.83&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#8'''&lt;br /&gt;
| Zalosta&lt;br /&gt;
| $3.56&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#9'''&lt;br /&gt;
| Darkenend&lt;br /&gt;
| $3.44&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| '''#10'''&lt;br /&gt;
| Arctic Frost&lt;br /&gt;
| $1.00&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| N/A&lt;br /&gt;
| Anonymous&lt;br /&gt;
| $85.62&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| '''TOTAL'''&lt;br /&gt;
| '''All donators'''&lt;br /&gt;
| '''$800.57'''&lt;br /&gt;
| '''26'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Donation history ==&lt;br /&gt;
=== August 2013 ===&lt;br /&gt;
* August 19th: '''Yoeri''' donated '''USD 259.99'''.&lt;br /&gt;
* August 20th: '''Keiji''' donated '''USD 110.21'''.&lt;br /&gt;
&lt;br /&gt;
=== October 2013 ===&lt;br /&gt;
* October 14th: '''Auro''' donated '''USD 10.00'''.&lt;br /&gt;
&lt;br /&gt;
=== May 2014 ===&lt;br /&gt;
* May 15th: '''Auro''' donated '''USD 90.00''', and '''Twib''' donated '''USD 50.00'''.&lt;br /&gt;
&lt;br /&gt;
=== June 2014 ===&lt;br /&gt;
* June 5th: '''Twib''' donated '''USD 50.00'''.&lt;br /&gt;
* June 25th: '''Sharkbeard''' donated '''USD 44.58'''.&lt;br /&gt;
&lt;br /&gt;
=== July 2014 ===&lt;br /&gt;
* July 20th: '''Thidran''' donated '''USD 20.00'''.&lt;br /&gt;
&lt;br /&gt;
=== December 2014 ===&lt;br /&gt;
* December 13th: '''Twib''' donated '''USD 20.00'''.&lt;br /&gt;
&lt;br /&gt;
=== June 2015 ===&lt;br /&gt;
* June 2nd: '''an anonymous person''' donated '''USD 7.43''' through the Coffee button (4 coffees).&lt;br /&gt;
* June 3rd: '''Zalosta''' donated '''USD 3.56''' through the Coffee button (2 coffees).&lt;br /&gt;
* June 15th: '''Twib''' donated '''USD 23.72'''.&lt;br /&gt;
* June 19th: '''an anonymous person''' donated '''USD 1.61''' through the Coffee button (1 coffee).&lt;br /&gt;
* June 19th: '''C27''' donated '''USD 1.62''' through the Coffee button (1 coffee).&lt;br /&gt;
&lt;br /&gt;
=== December 2015 ===&lt;br /&gt;
* December 7th: '''an anonymous person''' donated '''USD 5.47''' through the Coffee button (3 coffees).&lt;br /&gt;
* December 15th: '''an anonymous person''' donated '''USD 71.11'''&lt;br /&gt;
&lt;br /&gt;
=== April 2016 ===&lt;br /&gt;
* April 2nd: '''Auro''' donated '''USD 10.00'''.&lt;br /&gt;
&lt;br /&gt;
=== February 2017 ===&lt;br /&gt;
* February 4th: '''Arctic Frost''' donated '''USD 1.00'''.&lt;br /&gt;
&lt;br /&gt;
=== April 2017 ===&lt;br /&gt;
* April 24th: '''C27''' donated '''USD 15.00''' through the Coffee button (A whole month of coffee!).&lt;br /&gt;
&lt;br /&gt;
=== June 2017 ===&lt;br /&gt;
* June 8th: '''Darkenend''' donated '''USD 1.00'''.&lt;br /&gt;
* June 29th: '''JadedPencil''' donated '''USD 0.11''' then '''USD 5.72''' successively.&lt;br /&gt;
&lt;br /&gt;
=== July 2017 ===&lt;br /&gt;
* July 20th: '''Darkenend''' donated '''USD 1.78'''.&lt;br /&gt;
&lt;br /&gt;
=== September 2017 ===&lt;br /&gt;
* September 2nd: '''Auro''' donated '''USD 3.00'''.&lt;br /&gt;
&lt;br /&gt;
=== October 2017 ===&lt;br /&gt;
* October 26th: '''Darkenend''' donated '''USD 0.66'''.&lt;br /&gt;
&lt;br /&gt;
=== November 2017 ===&lt;br /&gt;
* November 12th: '''Auro''' donated '''USD 6.00'''.&lt;br /&gt;
&lt;br /&gt;
=== December 2017 ===&lt;br /&gt;
* December 6th: '''Auro''' donated '''USD 7.00'''.&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Donations</id>
		<title>Donations</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Donations"/>
				<updated>2017-12-06T21:45:00Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Patreon supporters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| '''''Donation methods:'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;[#img [hash Z0AEJ3MJBKJZME34VXQCWXWX98] [width 120]]&amp;gt;&lt;br /&gt;
| [http://paypal.me/SUTempest PayPal: Click here]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | For one-time donations of any amount.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;[#img [hash 6GQ9JHEC2EAFRRDX7E5DMW8GRW] [width 120]]&amp;gt;&lt;br /&gt;
| [http://ko-fi.com/A815KCU Ko-Fi: Click here]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | For buying me a coffee (one-time, small donations).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;[#img [hash SWECR3RERVJHR0VT8DTVJAQ147] [width 120]]&amp;gt;&lt;br /&gt;
| [https://www.patreon.com/mazeworld Patreon:Click here]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | For being awesome and supporting me monthly.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page lists all of the donations received from all people who have sent a donation through one method or another. Anyone is allowed to donate, including non-players, and in doing so, users may receive Discord roles depending on the donation method ; Ko-Fi and PayPal donators receive the blue '''Donator''' rank on Discord, while Patreon supporters receive the dark blue '''Patreon''' rank.&lt;br /&gt;
&lt;br /&gt;
A minimum of '''1.00 USD''' is recommended in order to receive the Donator role.&lt;br /&gt;
&lt;br /&gt;
People listed as anonymous are people who chose not to have their identity known, or were donations coming from unknown people in the first place.&lt;br /&gt;
&lt;br /&gt;
If you wish to support MazeWorld through other methods, or if you have any questions related to donations, please contact the [[Tempest|author]].&lt;br /&gt;
&lt;br /&gt;
= Patreon supporters =&lt;br /&gt;
&lt;br /&gt;
'''ALL''' Patreon supporters receive extra benefits - please check out the Patreon page for more information&lt;br /&gt;
&lt;br /&gt;
Patreon grades:&lt;br /&gt;
* '''Rattlesnake''' ($1 /month)&lt;br /&gt;
* '''Cobra''' ($3)&lt;br /&gt;
* '''Python''' ($5)&lt;br /&gt;
* '''Viper''' ($10)&lt;br /&gt;
* '''Tsuchinoko''' ($25)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Rank'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Grade'''&lt;br /&gt;
| '''Months of support'''&lt;br /&gt;
|-&lt;br /&gt;
| '''#1'''&lt;br /&gt;
| Toga&lt;br /&gt;
| Viper - $10 / month&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#2'''&lt;br /&gt;
| Groovy_smoothy&lt;br /&gt;
| Python - $5 / month&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#3'''&lt;br /&gt;
| Auro&lt;br /&gt;
| Viper - $10 / month&lt;br /&gt;
| 2 (Cobra) + 0 (Viper)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Donators =&lt;br /&gt;
&lt;br /&gt;
One-time donators (through either PayPal or Ko-fi) receive '''RePoints''' as thanks for donating. Donate at least the amount displayed to receive the corresponding amount of RePoints. The tables are as follows (all $ values are assumed to be US dollars):&lt;br /&gt;
&lt;br /&gt;
* '''At least $1.50''': 2 500 RePoints&lt;br /&gt;
* '''At least $3.00''': 5 000 RePoints&lt;br /&gt;
* '''At least $6.00''': 10 000 RePoints&lt;br /&gt;
* '''At least $12.00''': 20 000 RePoints&lt;br /&gt;
* '''At least $18.00''': 30 000 RePoints&lt;br /&gt;
* '''At least $24.00''': 40 000 RePoints&lt;br /&gt;
* '''At least $30.00''': 50 000 RePoints&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Rank'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Total money donated'''&lt;br /&gt;
| '''Total donations made'''&lt;br /&gt;
|-&lt;br /&gt;
| '''#1'''&lt;br /&gt;
| Yoeri&lt;br /&gt;
| $259.99&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#2'''&lt;br /&gt;
| Twib&lt;br /&gt;
| $143.72&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| '''#3'''&lt;br /&gt;
| Auro&lt;br /&gt;
| $125.00&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| '''#4'''&lt;br /&gt;
| Keiji&lt;br /&gt;
| $110.21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#5'''&lt;br /&gt;
| Sharkbeard&lt;br /&gt;
| $44.58&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#6'''&lt;br /&gt;
| C27&lt;br /&gt;
| $16.62&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#7'''&lt;br /&gt;
| JadedPencil&lt;br /&gt;
| $5.83&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#8'''&lt;br /&gt;
| Zalosta&lt;br /&gt;
| $3.56&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#9'''&lt;br /&gt;
| Darkenend&lt;br /&gt;
| $3.44&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| '''#10'''&lt;br /&gt;
| Arctic Frost&lt;br /&gt;
| $1.00&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| N/A&lt;br /&gt;
| Anonymous&lt;br /&gt;
| $85.62&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| '''TOTAL'''&lt;br /&gt;
| '''All donators'''&lt;br /&gt;
| '''$793.57'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Donation history ==&lt;br /&gt;
=== August 2013 ===&lt;br /&gt;
* August 19th: '''Yoeri''' donated '''USD 259.99'''.&lt;br /&gt;
* August 20th: '''Keiji''' donated '''USD 110.21'''.&lt;br /&gt;
&lt;br /&gt;
=== October 2013 ===&lt;br /&gt;
* October 14th: '''Auro''' donated '''USD 10.00'''.&lt;br /&gt;
&lt;br /&gt;
=== May 2014 ===&lt;br /&gt;
* May 15th: '''Auro''' donated '''USD 90.00''', and '''Twib''' donated '''USD 50.00'''.&lt;br /&gt;
&lt;br /&gt;
=== June 2014 ===&lt;br /&gt;
* June 5th: '''Twib''' donated '''USD 50.00'''.&lt;br /&gt;
* June 25th: '''Sharkbeard''' donated '''USD 44.58'''.&lt;br /&gt;
&lt;br /&gt;
=== July 2014 ===&lt;br /&gt;
* July 20th: '''Thidran''' donated '''USD 20.00'''.&lt;br /&gt;
&lt;br /&gt;
=== December 2014 ===&lt;br /&gt;
* December 13th: '''Twib''' donated '''USD 20.00'''.&lt;br /&gt;
&lt;br /&gt;
=== June 2015 ===&lt;br /&gt;
* June 2nd: '''an anonymous person''' donated '''USD 7.43''' through the Coffee button (4 coffees).&lt;br /&gt;
* June 3rd: '''Zalosta''' donated '''USD 3.56''' through the Coffee button (2 coffees).&lt;br /&gt;
* June 15th: '''Twib''' donated '''USD 23.72'''.&lt;br /&gt;
* June 19th: '''an anonymous person''' donated '''USD 1.61''' through the Coffee button (1 coffee).&lt;br /&gt;
* June 19th: '''C27''' donated '''USD 1.62''' through the Coffee button (1 coffee).&lt;br /&gt;
&lt;br /&gt;
=== December 2015 ===&lt;br /&gt;
* December 7th: '''an anonymous person''' donated '''USD 5.47''' through the Coffee button (3 coffees).&lt;br /&gt;
* December 15th: '''an anonymous person''' donated '''USD 71.11'''&lt;br /&gt;
&lt;br /&gt;
=== April 2016 ===&lt;br /&gt;
* April 2nd: '''Auro''' donated '''USD 10.00'''.&lt;br /&gt;
&lt;br /&gt;
=== February 2017 ===&lt;br /&gt;
* February 4th: '''Arctic Frost''' donated '''USD 1.00'''.&lt;br /&gt;
&lt;br /&gt;
=== April 2017 ===&lt;br /&gt;
* April 24th: '''C27''' donated '''USD 15.00''' through the Coffee button (A whole month of coffee!).&lt;br /&gt;
&lt;br /&gt;
=== June 2017 ===&lt;br /&gt;
* June 8th: '''Darkenend''' donated '''USD 1.00'''.&lt;br /&gt;
* June 29th: '''JadedPencil''' donated '''USD 0.11''' then '''USD 5.72''' successively.&lt;br /&gt;
&lt;br /&gt;
=== July 2017 ===&lt;br /&gt;
* July 20th: '''Darkenend''' donated '''USD 1.78'''.&lt;br /&gt;
&lt;br /&gt;
=== September 2017 ===&lt;br /&gt;
* September 2nd: '''Auro''' donated '''USD 3.00'''.&lt;br /&gt;
&lt;br /&gt;
=== October 2017 ===&lt;br /&gt;
* October 26th: '''Darkenend''' donated '''USD 0.66'''.&lt;br /&gt;
&lt;br /&gt;
=== November 2017 ===&lt;br /&gt;
* November 12th: '''Auro''' donated '''USD 6.00'''.&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/List_of_Contestants_from_previous_versions</id>
		<title>List of Contestants from previous versions</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/List_of_Contestants_from_previous_versions"/>
				<updated>2017-09-28T07:21:05Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Opus Perfecta testing period Contestants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the Contestants that participated in previous versions of the game. The sheets listed may contain outdated information and are only kept for archiving purposes.&lt;br /&gt;
&lt;br /&gt;
==== Existed up until version 2.5 ====&lt;br /&gt;
Players with a Contestant from this era receive the Maze Veteran Level 3 role on Discord.&lt;br /&gt;
&lt;br /&gt;
*346: [[Datenko]] ♀&lt;br /&gt;
*347: [[Seikai Taiyoukiko]] ♀&lt;br /&gt;
*348: [[Kik]] ⚥&lt;br /&gt;
*349: [[Alexandra]] ♀&lt;br /&gt;
*350: [[Arriah Winterbled]] ♀&lt;br /&gt;
*351: [[Hana Crosswise]] ♀&lt;br /&gt;
*352: [[Reiko Tsukade]] ♀&lt;br /&gt;
*353: [[Aiden Rosengard]] ♂&lt;br /&gt;
*354: [[Seraphine]] ⚥&lt;br /&gt;
*355: [[Aria Fujisaki]] ☿&lt;br /&gt;
*356: [[Yuu Kisaragi]] ♀&lt;br /&gt;
*357: [[Thanael Merchtcherski]] ♀&lt;br /&gt;
*358: [[Matthew Kethys]] ♂&lt;br /&gt;
*359: [[River Dreng]] ☿&lt;br /&gt;
*360: [[Banagher Links]] ♂&lt;br /&gt;
*361: [[Sayuri Kiriha]] ♀&lt;br /&gt;
*362: [[Yuuthy Tolo]] ♂&lt;br /&gt;
*363: [[Jonathan Loke]] ♂&lt;br /&gt;
*364: [[Malus Cypher]] ♂&lt;br /&gt;
*365: [[Heather]] ♀&lt;br /&gt;
*366: [[Rin Miru]] ♀&lt;br /&gt;
*367: [[Kiyo]] ☿&lt;br /&gt;
*368: [[Nieve]] ♀&lt;br /&gt;
*369: [[Ursino Giovanni]] ♂ aka '''Bearhug'''&lt;br /&gt;
*370: [[Jeral Grant]] ♂&lt;br /&gt;
*371: [[Zhao Xi Yi]] ⚥&lt;br /&gt;
*372: [[Lucca Serehnal]] ⚥&lt;br /&gt;
*373: [[Anthony]] ♂&lt;br /&gt;
*374: [[Mina Kichida]] ♀&lt;br /&gt;
*375: [[Dillyn Kelstern]] ♀&lt;br /&gt;
*376: [[Sardon Reichart]] ♂&lt;br /&gt;
*377: [[Alice Hawke]] ♀&lt;br /&gt;
*378: [[Snow Winters]] ♀&lt;br /&gt;
*379: [[Eleanor Black]] ♀&lt;br /&gt;
*380: [[Saya Hatou]] ⚥&lt;br /&gt;
*381: [[Kliff Williams]] ♂&lt;br /&gt;
*382: [[Utsuho Reiuji]] ♀&lt;br /&gt;
*383: [[Yukiko Kurokami]] ♀&lt;br /&gt;
*384: [[Nanako]] ♀&lt;br /&gt;
*385: [[Nikolay Romance]] ♂&lt;br /&gt;
*386: [[Kaguya Houraisan]] ♀&lt;br /&gt;
*387: [[Maria Sanders]] ♀ aka '''Mari'''&lt;br /&gt;
*388: [[Aoi Kikuchi]] ♀&lt;br /&gt;
*389: [[Luna Belle]] ♀&lt;br /&gt;
*390: [[Eris Lilium]] ♂&lt;br /&gt;
*391: [[Zei Akabane]] ♂&lt;br /&gt;
*392: [[Alexander Raikov]] ♂&lt;br /&gt;
*393: [[Alexander Joseph Niten]] ♂ aka '''Alec Ito'''&lt;br /&gt;
*394: [[Stellar Blackscale]] ⚥&lt;br /&gt;
*395: [[Mia Tsukiyoko]] ♀&lt;br /&gt;
*396: [[Kallen]] ⚥&lt;br /&gt;
*397: [[Selis]] ♀&lt;br /&gt;
*398: [[Team MikoSpark|Reimu Hakurei]] ♀&lt;br /&gt;
*399: [[Team MikoSpark|Marisa Kirisame]] ♀&lt;br /&gt;
*400: [[Cirnya]] ⚥&lt;br /&gt;
*401: [[Kerrigan Azelius Gallichotte]] ☿ aka '''Noisia'''&lt;br /&gt;
*402: [[Jackson Ryan Kane]] ♂ aka '''Jack'''&lt;br /&gt;
*403: [[Serenla Lorelei]] ♀&lt;br /&gt;
*404: [[Adam Bailey]] ♂ aka '''Auro'''&lt;br /&gt;
*405: [[Reisen Udongein Inaba]] ♀ aka '''Udonge'''&lt;br /&gt;
*406: [[Phillip Burnell]] ♂ aka '''DSP'''&lt;br /&gt;
*407: [[Dana Love]] ⚥&lt;br /&gt;
&lt;br /&gt;
==== Existed during version 3/OP1 ====&lt;br /&gt;
Players with a Contestant from this era receive the Maze Veteran Level 2 role on Discord.&lt;br /&gt;
&lt;br /&gt;
*351: [[Hana Crosswise]] ♀&lt;br /&gt;
*387: [[Maria Sanders]] ♀ aka '''Mari'''&lt;br /&gt;
*390: [[Eris Lilium]] ♂&lt;br /&gt;
*397: [[Selis]] ♀&lt;br /&gt;
*404: [[Adam Bailey]] ♂ aka '''Auro'''&lt;br /&gt;
*405: [[Reisen Udongein Inaba]] ♀ aka '''Udonge'''&lt;br /&gt;
*407: [[Dana Love]] ⚥&lt;br /&gt;
*408: [[Renko Usami]] ♀&lt;br /&gt;
*409: [[Jonah]] ⚥&lt;br /&gt;
*410: [[Gaeddal McYuulmersen]] ♂&lt;br /&gt;
*411: [[Rikairchy Albright]] ♂&lt;br /&gt;
*412: [[Anastasia Kirsi Vakilaainen]] ♀ aka '''Tasia'''&lt;br /&gt;
*413: [[Vladimir Nobolov]] ♂ aka '''Vlad'''&lt;br /&gt;
*414: [[Thidran Brisbane]] ♂&lt;br /&gt;
*415: [[Richard Matthew Stallman]] ♂&lt;br /&gt;
*416: [[Anya Petrenko]] ♀&lt;br /&gt;
*417: [[Kari Sitari Karski]] ♀&lt;br /&gt;
*418: [[Derya Levni]] ♀&lt;br /&gt;
*419: [[Alexander Mills-Pretter]] ♂ aka '''Alex'''&lt;br /&gt;
*420: [[Emrys Lailoken]] ♂ aka '''&amp;quot;Olo&amp;quot;'''&lt;br /&gt;
*421: [[Ashlyn May Fairbrook]] ⚥&lt;br /&gt;
*422: [[Liliana von Reiner]] ⚥&lt;br /&gt;
*423: [[Kijinn]] ⚥&lt;br /&gt;
*424: [[Nick Puglia]] ♂&lt;br /&gt;
*425: [[Who]] ♂&lt;br /&gt;
&lt;br /&gt;
=== Opus Perfecta testing period Contestants ===&lt;br /&gt;
Players with a Contestant from this era receive the Maze Veteran Level 1 role on Discord.&lt;br /&gt;
&lt;br /&gt;
*B01: [[Marina Conteras]]&lt;br /&gt;
*B02: [[Ashlyn May Fairbrook]]&lt;br /&gt;
*B03: [[Reina Miyako-Knight]]&lt;br /&gt;
*B04: [[Miriam Schall]]&lt;br /&gt;
*B05: [[Suzume]]&lt;br /&gt;
*B06: [[Rachnus Veranai]]&lt;br /&gt;
*B07: [[Emmalynn Clara Nugget]]&lt;br /&gt;
*B08: [[Andrew Hamilton]]&lt;br /&gt;
*B09: [[Dick Kickem]]&lt;br /&gt;
*B10: [[Ingrid Wenkel]]&lt;br /&gt;
*B11: [[Apologue Rosylin Tale]]&lt;br /&gt;
*B12: [[Desuta Guneria]]&lt;br /&gt;
*B13: [[Marisa Kirisame (B13)|Marisa Kirisame]]&lt;br /&gt;
*B14: [[Becky]]&lt;br /&gt;
*B15: [[Keska Matsuo]]&lt;br /&gt;
&lt;br /&gt;
''Co-op tests''&lt;br /&gt;
*BC01a: [[Karin Long]]&lt;br /&gt;
*BC01b: [[Kiva Beowulfe]]&lt;br /&gt;
&lt;br /&gt;
=== Pre-v4 transitional period Contestants ===&lt;br /&gt;
Players with a Contestant from this era receive the Maze Veteran Level 1 role on Discord.&lt;br /&gt;
&lt;br /&gt;
*C01: [[Marina Conteras]]&lt;br /&gt;
*C02: [[Reina Miyako-Knight]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Contestant]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Concentrating</id>
		<title>Concentrating</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Concentrating"/>
				<updated>2017-09-16T20:03:22Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Concentrating''' is an ability, which consists in using any weapon equipped with a [[Weapon accessory#Optics|high power scope]] and performing mental focus in order to deliver one single shot that is as effective as possible.&lt;br /&gt;
&lt;br /&gt;
In order to '''concentrate''', the Contestant must be using a firearm equipped with a [[Weapon accessory#Optics|scope]] that is rated either '''high-power''' or '''extreme-power''', and with the capability of performing single shots (semi-auto, bolt-/lever-/pump-action, single shot). Concentrating is not compatible with Burst or Full-auto.&lt;br /&gt;
&lt;br /&gt;
The act of concentrating itself doesn't break [[stealth]]. When the shot is taken, standard stealth rules apply (whether or not the weapon is silent).&lt;br /&gt;
&lt;br /&gt;
Procedure:&lt;br /&gt;
* To use the ability, a shooter using a suitable weapon (as described above) must aim at a target, but instead of shooting, must begin concentrating.&lt;br /&gt;
* The shooter's turn will then end immediately. On the NEXT turn, the shooter's action is locked to shooting at the designated target and will be going last in the turn order.&lt;br /&gt;
** A '''Concentrating''' shooter is considered to have an [[Gameplay mechanics#Initiative system|IS score]] of '''Con''', which is considered theoretically an infinite number of tiers slower than '''Unsp''' (for Unsparable weapons).&lt;br /&gt;
** Theoretically, if multiple shooters in the same fight and the same turn are Concentrating, they would be considered to have the same IS, and thus the turn order would be resolved like any other speed conflict.&lt;br /&gt;
* When Concentrated, the next shot's dice score must NOT be a miss or a critical failure in order to trigger the effect.&lt;br /&gt;
* A successful hit when Concentrated '''is considered to have a dice score of 12, resulting in a critical hit'''. This, in turn, overrides any [[Gameplay mechanics#Combat|Inaccuracy]], if the dice score would have otherwise been an inaccurate hit without Concentration.&lt;br /&gt;
&lt;br /&gt;
Counters:&lt;br /&gt;
* If the shooter loses consciousness, dies, or the target dies after starting to Concentrate but before getting to open fire, the concentration is lost and the shot is not fired, leading to the turn being wasted.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Abilities]]&lt;br /&gt;
* [[Weapon]]&lt;br /&gt;
* [[Weapon accessory]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2017-09-02T11:02:01Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page may be outdated at times, so please check the pinned messages on Discord for the most up-to-date schedule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Week 35 (August 28 to September 3)''':&lt;br /&gt;
*''Monday (August 28)'': BREAK&lt;br /&gt;
*''Tuesday (August 29)'': BREAK&lt;br /&gt;
*''Wednesday (August 30)'': Twib&lt;br /&gt;
*''Thursday (August 31)'': BREAK&lt;br /&gt;
*''Friday (September 1)'': Jake&lt;br /&gt;
*''Saturday (September 2)'': Groovy&lt;br /&gt;
*''Sunday (September 3)'': Sabi&lt;br /&gt;
&lt;br /&gt;
'''Week 36 (September 4 to September 10)''':&lt;br /&gt;
*''Monday (September 4)'': BREAK&lt;br /&gt;
*''Tuesday (September 5)'': BREAK&lt;br /&gt;
*''Wednesday (September 6)'': Twib&lt;br /&gt;
*''Thursday (September 7)'': Twib&lt;br /&gt;
*''Friday (September 8)'': BREAK&lt;br /&gt;
*''Saturday (September 9)'': Jade&lt;br /&gt;
*''Sunday (September 10)'': Zero&lt;br /&gt;
&lt;br /&gt;
'''Week 36 (September 4 to September 10)''':&lt;br /&gt;
*''Monday (September 11)'': BREAK&lt;br /&gt;
*''Tuesday (Septemver 12)'': BREAK&lt;br /&gt;
*''Wednesday (September 13): '''Free!'''&lt;br /&gt;
*''Thursday (September 14): BREAK&lt;br /&gt;
*''Friday (September 15th): '''Free!'''&lt;br /&gt;
*''Saturday (September 16th): '''Free!'''&lt;br /&gt;
*''Sunday (September 17th): '''Free!'''&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2017-09-02T11:01:42Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page may be outdated at times, so please check the pinned messages on Discord for the most up-to-date schedule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Week 35 (August 28 to September 3)''':&lt;br /&gt;
*''Monday (August 28)'': BREAK&lt;br /&gt;
*''Tuesday (August 29)'': BREAK&lt;br /&gt;
*''Wednesday (August 30)'': Twib&lt;br /&gt;
*''Thursday (August 31)'': BREAK&lt;br /&gt;
*''Friday (September 1)'': Jake&lt;br /&gt;
*''Saturday (September 2)'': Groovy&lt;br /&gt;
*''Sunday (September 3)'': 'Sabi&lt;br /&gt;
&lt;br /&gt;
'''Week 36 (September 4 to September 10)''':&lt;br /&gt;
*''Monday (September 4)'': BREAK&lt;br /&gt;
*''Tuesday (September 5)'': BREAK&lt;br /&gt;
*''Wednesday (September 6)'': Twib&lt;br /&gt;
*''Thursday (September 7)'': Twib&lt;br /&gt;
*''Friday (September 8)'': BREAK&lt;br /&gt;
*''Saturday (September 9)'': Jade&lt;br /&gt;
*''Sunday (September 10)'': Zero&lt;br /&gt;
&lt;br /&gt;
'''Week 36 (September 4 to September 10)''':&lt;br /&gt;
*''Monday (September 11)'': BREAK&lt;br /&gt;
*''Tuesday (Septemver 12)'': BREAK&lt;br /&gt;
*''Wednesday (September 13): '''Free!'''&lt;br /&gt;
*''Thursday (September 14): BREAK&lt;br /&gt;
*''Friday (September 15th): '''Free!'''&lt;br /&gt;
*''Saturday (September 16th): '''Free!'''&lt;br /&gt;
*''Sunday (September 17th): '''Free!'''&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2017-08-18T12:59:55Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page may be outdated at times, so please check the pinned messages on Discord for the most up-to-date schedule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Week 33 (August 14 to August 20)''':&lt;br /&gt;
*''Monday (August 14)'': BREAK&lt;br /&gt;
*''Tuesday (August 15)'': BREAK&lt;br /&gt;
*''Wednesday (August 16)'': Canceled&lt;br /&gt;
*''Thursday (August 17)'': Jade - [[Log:V4 Session 41|Session 41]]&lt;br /&gt;
*''Friday (August 18)'': BREAK&lt;br /&gt;
*''Saturday (August 19)'': Zero&lt;br /&gt;
*''Sunday (August 20)'': Twib&lt;br /&gt;
&lt;br /&gt;
'''Week 34 (August 21 to August 27)''': '''''UNAVAILABLE ALL WEEK'''''&lt;br /&gt;
&lt;br /&gt;
'''Week 35 (August 28 to September 3)''':&lt;br /&gt;
*''Monday (August 28)'': BREAK&lt;br /&gt;
*''Tuesday (August 29)'': BREAK&lt;br /&gt;
*''Wednesday (August 30)'': '''Free!'''&lt;br /&gt;
*''Thursday (August 31)'': BREAK&lt;br /&gt;
*''Friday (September 1)'': '''Free!'''&lt;br /&gt;
*''Saturday (September 2)'': Groovy&lt;br /&gt;
*''Sunday (September 3)'': '''Free!'''&lt;br /&gt;
&lt;br /&gt;
'''Week 36 (September 4 to September 10)''': ''Currently unbookable for the time being''&lt;br /&gt;
*''Monday (September 4)'': &lt;br /&gt;
*''Tuesday (September 5)'': &lt;br /&gt;
*''Wednesday (September 6)'': &lt;br /&gt;
*''Thursday (September 7)'': &lt;br /&gt;
*''Friday (September 8)'': &lt;br /&gt;
*''Saturday (September 9)'': &lt;br /&gt;
*''Sunday (September 10)'':&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2017-08-18T12:59:14Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page may be outdated at times, so please check the pinned messages on Discord for the most up-to-date schedule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mondays, Tuesdays and Fridays tend to be days for improving MazeWorld or otherwise allowing Tempest to rest, and as such they normally can't be booked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Week 33 (August 14 to August 20)''':&lt;br /&gt;
*''Monday (August 14)'': BREAK&lt;br /&gt;
*''Tuesday (August 15)'': BREAK&lt;br /&gt;
*''Wednesday (August 16)'': Canceled&lt;br /&gt;
*''Thursday (August 17)'': Jade - [[Log:V4 Session 41|Session 41]]&lt;br /&gt;
*''Friday (August 18)'': BREAK&lt;br /&gt;
*''Saturday (August 19)'': Zero&lt;br /&gt;
*''Sunday (August 20)'': Twib&lt;br /&gt;
&lt;br /&gt;
'''Week 34 (August 21 to August 27)''': '''''UNAVAILABLE ALL WEEK'''''&lt;br /&gt;
&lt;br /&gt;
'''Week 35 (August 28 to September 3)''':&lt;br /&gt;
*''Monday (August 28)'': BREAK&lt;br /&gt;
*''Tuesday (August 29)'': BREAK&lt;br /&gt;
*''Wednesday (August 30)'': '''Free!'''&lt;br /&gt;
*''Thursday (August 31)'': BREAK&lt;br /&gt;
*''Friday (September 1)'': '''Free!'''&lt;br /&gt;
*''Saturday (September 2)'': Groovy&lt;br /&gt;
*''Sunday (September 3)'': '''Free!'''&lt;br /&gt;
&lt;br /&gt;
'''Week 36 (September 4 to September 10)''': ''Currently unbookable for the time being''&lt;br /&gt;
*''Monday (September 4)'': &lt;br /&gt;
*''Tuesday (September 5)'': &lt;br /&gt;
*''Wednesday (September 6)'': &lt;br /&gt;
*''Thursday (September 7)'': &lt;br /&gt;
*''Friday (September 8)'': &lt;br /&gt;
*''Saturday (September 9)'': &lt;br /&gt;
*''Sunday (September 10)'':&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2017-08-18T12:58:26Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page may be outdated at times, so please check the pinned messages on Discord for the most up-to-date schedule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mondays, Tuesdays and Fridays tend to be days for improving MazeWorld or otherwise allowing Tempest to rest, and as such they normally can't be booked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Week 33 (August 14 to August 20)''':&lt;br /&gt;
*''Monday (August 14)'': BREAK&lt;br /&gt;
*''Tuesday (August 15)'': BREAK&lt;br /&gt;
*''Wednesday (August 16)'': Canceled&lt;br /&gt;
*''Thursday (August 17)'': Jade - [[Log:V4 Session 41|Session 41]]&lt;br /&gt;
*''Friday (August 18)'': BREAK&lt;br /&gt;
*''Saturday (August 19)'': Zero&lt;br /&gt;
*''Sunday (August 20)'': Twib&lt;br /&gt;
&lt;br /&gt;
'''Week 34 (August 21 to August 27)''': '''''UNAVAILABLE ALL WEEK'''''&lt;br /&gt;
&lt;br /&gt;
'''Week 35 (August 28 to September 3)''':&lt;br /&gt;
*''Monday (August 28)'': BREAK&lt;br /&gt;
*''Tuesday (August 29)'': BREAK&lt;br /&gt;
*''Wednesday (August 30)'': '''Free!'''&lt;br /&gt;
*''Thursday (August 31)'': BREAK&lt;br /&gt;
*''Friday (September 1)'': '''Free!'''&lt;br /&gt;
*''Saturday (September 2)'': '''Free!'''&lt;br /&gt;
*''Sunday (September 3)'': '''Free!'''&lt;br /&gt;
&lt;br /&gt;
'''Week 36 (September 4 to September 10)''': ''Currently unbookable for the time being''&lt;br /&gt;
*''Monday (September 4)'': &lt;br /&gt;
*''Tuesday (September 5)'': &lt;br /&gt;
*''Wednesday (September 6)'': &lt;br /&gt;
*''Thursday (September 7)'': &lt;br /&gt;
*''Friday (September 8)'': &lt;br /&gt;
*''Saturday (September 9)'': &lt;br /&gt;
*''Sunday (September 10)'':&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2017-08-14T23:22:57Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: Redone with four weeks worth of sessions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page may be outdated at times, so please check the pinned messages on Discord for the most up-to-date schedule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mondays, Tuesdays and Fridays tend to be days for improving MazeWorld or otherwise allowing Tempest to rest, and as such they normally can't be booked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Week 33 (August 14 to August 20)''':&lt;br /&gt;
*''Monday (August 14)'': BREAK&lt;br /&gt;
*''Tuesday (August 15)'': BREAK&lt;br /&gt;
*''Wednesday (August 16)'': Degen&lt;br /&gt;
*''Thursday (August 17)'': Jade&lt;br /&gt;
*''Friday (August 18)'': BREAK&lt;br /&gt;
*''Saturday (August 19)'': Zero&lt;br /&gt;
*''Sunday (August 20)'': Twib&lt;br /&gt;
&lt;br /&gt;
'''Week 34 (August 21 to August 27)''': '''''UNAVAILABLE ALL WEEK'''''&lt;br /&gt;
&lt;br /&gt;
'''Week 35 (August 28 to September 3)''':&lt;br /&gt;
*''Monday (August 28)'': BREAK&lt;br /&gt;
*''Tuesday (August 29)'': BREAK&lt;br /&gt;
*''Wednesday (August 30)'': '''Free!'''&lt;br /&gt;
*''Thursday (August 31)'': BREAK&lt;br /&gt;
*''Friday (September 1)'': '''Free!'''&lt;br /&gt;
*''Saturday (September 2)'': '''Free!'''&lt;br /&gt;
*''Sunday (September 3)'': '''Free!'''&lt;br /&gt;
&lt;br /&gt;
'''Week 36 (September 4 to September 10)''': ''Currently unbookable for the time being''&lt;br /&gt;
*''Monday (September 4)'': &lt;br /&gt;
*''Tuesday (September 5)'': &lt;br /&gt;
*''Wednesday (September 6)'': &lt;br /&gt;
*''Thursday (September 7)'': &lt;br /&gt;
*''Friday (September 8)'': &lt;br /&gt;
*''Saturday (September 9)'': &lt;br /&gt;
*''Sunday (September 10)'':&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Chat_bots</id>
		<title>Chat bots</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Chat_bots"/>
				<updated>2017-08-14T13:29:27Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Make sure you have read the [[Rules on IRC|rules and guidelines]] on proper behavior and use of our IRC channel.''&lt;br /&gt;
&lt;br /&gt;
A '''bot''', or '''robot''' on is an automated or semi-automated client, capable of using scripts for various purposes. We have three bots:&lt;br /&gt;
* '''MazeBot''', referred to as male, which is an IRC bot whose function is to serve as the dice bot and randomness generator for the game.&lt;br /&gt;
* '''HashiBot''', referred to as female, who exists both on Discord and on IRC and serves as a bridge between both, transmitting text and bot commands from one to the other.&lt;br /&gt;
* '''Gear''', a Discord bot who mainly serves to keep track of a Discord user's level with regards to gaining access to #shrine and #nsfw-club380 on the Discord.&lt;br /&gt;
&lt;br /&gt;
MazeBot possesses a large quantity of special commands, all of which see use either openly or secretly when sessions are in progress. HashiBot however, cannot be interacted with and has no special commands, her purpose is simply to be a bridge between Discord and IRC. Gear also cannot be interacted with, as their purpose is simply to track a user's level.&lt;br /&gt;
&lt;br /&gt;
==== MazeBot's commands ====&lt;br /&gt;
As of February 4th 2017, the full list of MazeBot commands is as follows:&lt;br /&gt;
&lt;br /&gt;
* '''@mhelp''': Displays a link which leads you to this very page.&lt;br /&gt;
&lt;br /&gt;
* @40mmCt: Random ammo type for 40mm caseless grenade&lt;br /&gt;
* @40mmNt: Random ammo type for 40mm NATO grenade &lt;br /&gt;
* @43mmt: Random ammo type for 43mm grenade&lt;br /&gt;
* @ammo: Random ammunition generator&lt;br /&gt;
* @bodyaim: Random body part selector, generally used for combat&lt;br /&gt;
* @boxlootM: Generates random loot for metal containers&lt;br /&gt;
* @boxlootW: Generates random loot for wood containers&lt;br /&gt;
* @boxtraps: Generates a random trap type for containers&lt;br /&gt;
* @book: Random book title generator&lt;br /&gt;
* @CAWSt: Random ammo type for 12 gauge CAWS shells&lt;br /&gt;
* @c-blueprint: Generates a random crafting blueprint&lt;br /&gt;
* @c-docs: Generates a random Specs Docs file&lt;br /&gt;
* @c-item: Generates a random crafting ingredient&lt;br /&gt;
* @c-toolkit: Generates a random toolkit&lt;br /&gt;
* @color: Random color generator&lt;br /&gt;
* @crafting: Random crafting item generator&lt;br /&gt;
* @crates: Random supply crate generator&lt;br /&gt;
* @critwin: Generates random critical success effects, used in combat&lt;br /&gt;
* @enc: Random creature generator&lt;br /&gt;
* @enc-angelic: Generates a random angelic creature&lt;br /&gt;
* @enc-demonic: Generates a random demonic creature&lt;br /&gt;
* @enc-hallu: Generates a hallucinated creature&lt;br /&gt;
* @enc-LEO: Generates a random law enforcement creature&lt;br /&gt;
* @enc-military: Generates a random military creature&lt;br /&gt;
* @enc-neutrals: Generates a random non-faction-aligned creature&lt;br /&gt;
* @enc-nyoukai: Generates a random youkai activist creature&lt;br /&gt;
* @enc-outlaw: Generates a random outlaw creature&lt;br /&gt;
* @enc-regular: Generates a random &amp;quot;regular&amp;quot; creature&lt;br /&gt;
* @fishing: Used for the secret fishing minigame&lt;br /&gt;
* @food: Random food item generator&lt;br /&gt;
* @genbox: Random container generator&lt;br /&gt;
* @graffiti: Generates a random graffiti, generally found etched in certain roomstyles&lt;br /&gt;
* @handload: Random handloading item generator&lt;br /&gt;
* @HL-case: Generates random casings&lt;br /&gt;
* @HL-kit: Generates a random handloading kit&lt;br /&gt;
* @HL-powder: Generates a random powder jar&lt;br /&gt;
* @HL-primer: Generates random primers&lt;br /&gt;
* @HL-proj: Generates random projectiles for handloading&lt;br /&gt;
* @item-hallu: Generates a hallucinated object&lt;br /&gt;
* @keyitem: Random key item generator&lt;br /&gt;
* @LBE: Random load-bearing equipment generator&lt;br /&gt;
* @loginwords: Random word generator, used for creating login keys when hacking computers&lt;br /&gt;
* @loot: Random valuable generator&lt;br /&gt;
* @magicitem: Random magic item generator&lt;br /&gt;
* @marisa: Random mushroom generator&lt;br /&gt;
* @meds: Random medical item generator&lt;br /&gt;
* @motive: Quick and dirty personality generator for NPCs&lt;br /&gt;
* @omikuji: Omikuji generator, generally used in angelic shrines&lt;br /&gt;
* @ore: Random ore type generator, generally used in the context of mines and mining&lt;br /&gt;
* @ore-c: Generates low-rarity ore (cheap, common)&lt;br /&gt;
* @ore-r: Generates rare ore (rare, very rare)&lt;br /&gt;
* @PBT: Random pistol projectile type, generally used for random ammunition generation&lt;br /&gt;
* @radio: Generates a random radio station with associated Youtube playlist (may be very outdated or have missing entries)&lt;br /&gt;
* @rarity-gun: Generates a random firearm weapon class (Class 1-4) and rarity level, used for random weapon generation&lt;br /&gt;
* @rarity-melee: Generates a random melee weapon class (Class 5S-5L-HG) and rarity level, used for random weapon generation&lt;br /&gt;
* @RBT: Random rifle projectile type, generally used for random ammunition generation&lt;br /&gt;
* @rumor: Generates a random rumor, which may be true, false, or nonsensical&lt;br /&gt;
* @shower: Generates a random shower effect&lt;br /&gt;
* @sink: Generates a random sink effect&lt;br /&gt;
* @soldierkit: Generates extra equipment to be used by a Maze Soldier&lt;br /&gt;
* @SST: Random shotgun (12 gauge) projectile type, generally used for random ammunition generation&lt;br /&gt;
* @stuff: Generates random junk items&lt;br /&gt;
* @toilets: Generates a random toilet effect&lt;br /&gt;
* @wear: Random clothing/armor generator&lt;br /&gt;
* @wear-a: Random armor generator&lt;br /&gt;
* @wear-c: Random clothing generator&lt;br /&gt;
* @wear-p: Random trauma plate generator&lt;br /&gt;
* @whatsontv: Generates a random TV show&lt;br /&gt;
* @wpn: Random weapon generator&lt;br /&gt;
* @wpnacc: Random weapon accessory generator&lt;br /&gt;
* @wpnacc-nomag: Same as above, but does not include magazines or feeding systems&lt;br /&gt;
* @wpnc1: Random Class 1 weapon generator&lt;br /&gt;
* @wpnc2: Random Class 2 weapon generator&lt;br /&gt;
* @wpnc3: Random Class 3 weapon generator&lt;br /&gt;
* @wpnc4: Random Class 4 weapon generator&lt;br /&gt;
* @wpnc5L: Random Class 5 Long weapon generator&lt;br /&gt;
* @wpnc5S: Random Class 5 Short weapon generator&lt;br /&gt;
* @wpncHG: Random Handgear weapon generator&lt;br /&gt;
* @wyoukai: Generates a random wicked youkai&lt;br /&gt;
* @youkai: Generates a random youkai&lt;br /&gt;
&lt;br /&gt;
Just for fun:&lt;br /&gt;
* @_@: Confusion!&lt;br /&gt;
* @co-item: Generates a random crafting-only item.&lt;br /&gt;
* @overlord: Generates a random line from the Evil Overlord List.&lt;br /&gt;
* @sillyammo: Silly shotgun projectiles, inspired by Taofledermaus.&lt;br /&gt;
* @wepon: Wepons!&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Donations</id>
		<title>Donations</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Donations"/>
				<updated>2017-08-14T12:31:48Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the donations received from all people who have used our PayPal or Ko-Fi donation boxes. Anyone is allowed to donate, including non-players, and as long as they donate at least $1, they get the '''Donators''' role on the Discord. People listed as anonymous are people who chose not to have their identity known, or were donations coming from unknown people in the first place.&lt;br /&gt;
&lt;br /&gt;
* [http://paypal.me/SUTempest Donate with PayPal]&lt;br /&gt;
* [http://ko-fi.com/A815KCU Send me a coffee with Ko-Fi]&lt;br /&gt;
* If you wish to support MazeWorld through other methods, please contact the [[Tempest|author]].&lt;br /&gt;
&lt;br /&gt;
= Donator leaderboards =&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Rank'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Total money donated'''&lt;br /&gt;
| '''Total donations made'''&lt;br /&gt;
|-&lt;br /&gt;
| '''#1'''&lt;br /&gt;
| Yoeri&lt;br /&gt;
| $259.99&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#2'''&lt;br /&gt;
| Twib&lt;br /&gt;
| $143.72&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| '''#3'''&lt;br /&gt;
| Keiji&lt;br /&gt;
| $110.21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#4'''&lt;br /&gt;
| Auro&lt;br /&gt;
| $110.00&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| '''#5'''&lt;br /&gt;
| Sharkbeard&lt;br /&gt;
| $44.58&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#6'''&lt;br /&gt;
| C27&lt;br /&gt;
| $16.62&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#7'''&lt;br /&gt;
| JadedPencil&lt;br /&gt;
| $5.83&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#8'''&lt;br /&gt;
| Zalosta&lt;br /&gt;
| $3.56&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| '''#9'''&lt;br /&gt;
| Darkenend&lt;br /&gt;
| $2.78&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| '''#10'''&lt;br /&gt;
| Arctic Frost&lt;br /&gt;
| $1.00&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| N/A&lt;br /&gt;
| Anonymous&lt;br /&gt;
| $85.62&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| '''TOTAL'''&lt;br /&gt;
| '''All donators'''&lt;br /&gt;
| '''$782.13'''&lt;br /&gt;
| '''21'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Donation history =&lt;br /&gt;
== August 2013 ==&lt;br /&gt;
* August 19th: '''Yoeri''' donated '''USD 259.99'''.&lt;br /&gt;
* August 20th: '''Keiji''' donated '''USD 110.21'''.&lt;br /&gt;
&lt;br /&gt;
== October 2013 ==&lt;br /&gt;
* October 14th: '''Auro''' donated '''USD 10.00'''.&lt;br /&gt;
&lt;br /&gt;
== May 2014 ==&lt;br /&gt;
* May 15th: '''Auro''' donated '''USD 90.00''', and '''Twib''' donated '''USD 50.00'''.&lt;br /&gt;
&lt;br /&gt;
== June 2014 ==&lt;br /&gt;
* June 5th: '''Twib''' donated '''USD 50.00'''.&lt;br /&gt;
* June 25th: '''Sharkbeard''' donated '''USD 44.58'''.&lt;br /&gt;
&lt;br /&gt;
== July 2014 ==&lt;br /&gt;
* July 20th: '''Thidran''' donated '''USD 20.00'''.&lt;br /&gt;
&lt;br /&gt;
== December 2014 ==&lt;br /&gt;
* December 13th: '''Twib''' donated '''USD 20.00'''.&lt;br /&gt;
&lt;br /&gt;
== June 2015 ==&lt;br /&gt;
* June 2nd: '''an anonymous person''' donated '''USD 7.43''' through the Coffee button (4 coffees).&lt;br /&gt;
* June 3rd: '''Zalosta''' donated '''USD 3.56''' through the Coffee button (2 coffees).&lt;br /&gt;
* June 15th: '''Twib''' donated '''USD 23.72'''.&lt;br /&gt;
* June 19th: '''an anonymous person''' donated '''USD 1.61''' through the Coffee button (1 coffee).&lt;br /&gt;
* June 19th: '''C27''' donated '''USD 1.62''' through the Coffee button (1 coffee).&lt;br /&gt;
&lt;br /&gt;
== December 2015 ==&lt;br /&gt;
* December 7th: '''an anonymous person''' donated '''USD 5.47''' through the Coffee button (3 coffees).&lt;br /&gt;
* December 15th: '''an anonymous person''' donated '''USD 71.11'''&lt;br /&gt;
&lt;br /&gt;
== April 2016 ==&lt;br /&gt;
* April 2nd: '''Auro''' donated '''USD 10.00'''.&lt;br /&gt;
&lt;br /&gt;
== February 2017 ==&lt;br /&gt;
* February 4th: '''Arctic Frost''' donated '''USD 1.00'''.&lt;br /&gt;
&lt;br /&gt;
== April 2017 ==&lt;br /&gt;
* April 24th: '''C27''' donated '''USD 15.00''' through the Coffee button (A whole month of coffee!).&lt;br /&gt;
&lt;br /&gt;
== June 2017 ==&lt;br /&gt;
* June 8th: '''Darkenend''' donated '''USD 1.00'''.&lt;br /&gt;
* June 29th: '''JadedPencil''' donated '''USD 0.11''' then '''USD 5.72''' successively.&lt;br /&gt;
&lt;br /&gt;
== July 2017 ==&lt;br /&gt;
* July 20th: '''Darkenend''' donated '''USD 1.78'''.&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2017-08-14T11:57:23Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a disambiguation page for Auro's MzW profiles.''&lt;br /&gt;
&lt;br /&gt;
*'''''For the V2.5 character nicknamed 'Auro', go to [[Adam Bailey (pre-v3)]]'''''&lt;br /&gt;
*'''''For the V3 character nicknamed 'Auro', go to [[Adam Bailey (V3)]]'''''&lt;br /&gt;
*'''''For the OP3 Character played by Auro, go to [[Becky]]'''''&lt;br /&gt;
*'''''For the V4 character nicknamed 'Auro', go to [[Adam]]'''''&lt;br /&gt;
*'''''For Auro's RL profile, go to [[Auro]]'''''&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2017-08-14T11:57:04Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a disambiguation page for Auro's MzW profiles.''&lt;br /&gt;
&lt;br /&gt;
*'''''For the V2.5 character nicknamed 'Auro', go to [[Adam Bailey (pre-v3)]]'''''&lt;br /&gt;
*'''''For the V3 character nicknamed 'Auro', go to [[Adam Bailey (V3)]]'''''&lt;br /&gt;
*'''''For the OP3 Character played by Auro, go to [[Becky]]'''''&lt;br /&gt;
*'''''For the OP3 (or later) character nicknamed 'Auro', go to [[Adam]]'''''&lt;br /&gt;
*'''''For Auro's RL profile, go to [[Auro]]'''''&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2016-04-04T19:58:26Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Week 17, 2016 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''Check this page regularly! Do not forget games you have booked!'' ===&lt;br /&gt;
&lt;br /&gt;
If you wish to reserve a game, head to the [http://webchat.stormbit.net/?channels=mazeworld IRC Channel] and ask to have a spot registered. If you are new to the game or if you don't have any character alive or in stasis at the moment, you will have to register a new [[Contestant]].&lt;br /&gt;
&lt;br /&gt;
In order to register a spot on the schedule, you must give the date and hour at which you will be available, in your time zone - it will then be correlated to the GM's time and, if approved, placed on the schedule.&lt;br /&gt;
&lt;br /&gt;
=== Scheduled games and events ===&lt;br /&gt;
&lt;br /&gt;
* '''Legend:''' Session number, Player name, Contestant name (Visit number, if not 1), date | player time (12h) [zone] / ''GM time (12h) [zone]''&lt;br /&gt;
&lt;br /&gt;
==== Week 17, 2016 ====&lt;br /&gt;
* Monday, April 4th, 2016: '''Session #169''': Auro, [[Becky]] | 14:00 (2 PM) [Greenwich] / GM 15:00 (3 PM) [Central Europe] ''Complete''&lt;br /&gt;
* Tuesday, April 5th 2016: Open&lt;br /&gt;
* Wednesday, April 6th 2016: Open&lt;br /&gt;
* Thursday, April 7th 2016: Open&lt;br /&gt;
* Friday, April 8th 2016: '''Session #170''': Twib, [[Reina Miyako-Knight]] (Visit 2) | 08:00 (8 AM) [Greenwich] / GM 17:00 (5 PM) [Central Europe]&lt;br /&gt;
* Saturday, April 9th 2016: Open&lt;br /&gt;
* Sunday, April 10th 2016: Open&lt;br /&gt;
&lt;br /&gt;
==== Week 18, 2016 ====&lt;br /&gt;
'''This week is closed - the GM will be absent for the entire week.'''&lt;br /&gt;
&lt;br /&gt;
* Monday, April 11th, 2016: Closed&lt;br /&gt;
* Tuesday, April 12th 2016: Closed&lt;br /&gt;
* Wednesday, April 13th 2016: Closed&lt;br /&gt;
* Thursday, April 14th 2016: Closed&lt;br /&gt;
* Friday, April 15th 2016: Closed&lt;br /&gt;
* Saturday, April 16th 2016: Closed&lt;br /&gt;
* Sunday, April 17th 2016: Closed&lt;br /&gt;
&lt;br /&gt;
==== Week 19, 2016 ====&lt;br /&gt;
* Monday, April 18th, 2016: Open&lt;br /&gt;
* Tuesday, April 19th 2016: Open&lt;br /&gt;
* Wednesday, April 20th 2016: Open&lt;br /&gt;
* Thursday, April 21st 2016: Open&lt;br /&gt;
* Friday, April 22nd 2016: Open&lt;br /&gt;
* Saturday, April 23rd 2016: Open&lt;br /&gt;
* Sunday, April 24th 2016: Open&lt;br /&gt;
&lt;br /&gt;
==== Pending reschedule ====&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Changelog</id>
		<title>Guide:Changelog</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Changelog"/>
				<updated>2016-04-04T06:17:00Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Latest released Mazeworld update: OP3 part 8 - '''March 30th 2016'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Opus Perfecta part 3 =&lt;br /&gt;
The third and final part of the Opus Perfecta updates will bring the biggest changes yet to come in MazeWorld! Each feature will be its own update due to the large scale and amount of features planned on the OP3 roadmap.&lt;br /&gt;
&lt;br /&gt;
= Future =&lt;br /&gt;
&lt;br /&gt;
=== Unknown date ===&lt;br /&gt;
&lt;br /&gt;
'''Introduction of Quests as a replacement for Missions'''&lt;br /&gt;
&lt;br /&gt;
* Missions are intended to be overhauled into a Quest system to match the new town and roomgen system.&lt;br /&gt;
** Contract Missions will no longer exist as a separate mission set ; instead, they will be part of the upcoming Sidequests feature, where Contestants may now enter a hiring bureau and request jobs and contracts for cash, equipment, reputation and fame ; which in turn will serve to unlock further sidequests as well as main storyline mission arcs.&lt;br /&gt;
** Other existing mission sets will become Story Arcs ; the Normal Missions will become the Maratuxa Campaign arc (a stand-alone, Neutral aligned arc), the Alternate Missions will become the Youkai Activism arc and the Proxy Missions will become the Mishap 4th arc ; both of which are in what is referred to as &amp;quot;opposed arcs&amp;quot; ; if one is started, the other may no longer be started.&lt;br /&gt;
** In the future, more mission arcs and sidequests may be written.&lt;br /&gt;
&lt;br /&gt;
= Upcoming =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Latest =&lt;br /&gt;
&lt;br /&gt;
=== March 30th 2016 ===&lt;br /&gt;
'''OP3 features part 8: The Fatigue/Stress/Hydration update and the Meds Update part 2'''&lt;br /&gt;
&lt;br /&gt;
Rolled up together into one big update are the introduction of the long-planned and long-awaited new statistics, which increase and deepen the survival aspect of the game, and its associated Meds Updates.&lt;br /&gt;
&lt;br /&gt;
==== The new statistics ====&lt;br /&gt;
* [[Fatigue]]&lt;br /&gt;
* [[Stress]]&lt;br /&gt;
* [[Hydration]]&lt;br /&gt;
&lt;br /&gt;
The new stats '''update the inventory sheet'''. Please send your inventory sheet to Tempest so that it can be updated.&lt;br /&gt;
&lt;br /&gt;
==== The Meds Update part 2 ====&lt;br /&gt;
* Nearly all [[Food]] items and [[Meds]] have been updated to reflect the introduction of the new statistics.&lt;br /&gt;
* Certain [[Mushrooms]] have also been updated.&lt;br /&gt;
* [[Addictions]] have been updated.&lt;br /&gt;
* Many [[Abilities]] have been updated and greatly revamped, particularly [[Resting]].&lt;br /&gt;
* Several new [[Secondary effects]] were introduced.&lt;br /&gt;
&lt;br /&gt;
==== Other changes ====&lt;br /&gt;
* Clarified and expanded the possibilities with [[Restraints]], added list of ways to free a restrained creature.&lt;br /&gt;
* Revamped the [[Room]] page, now displays a list of UA roomstyles and useful room furniture, along with effects, or links to other articles where necessary.&lt;br /&gt;
* The library's book and computer usage fees now have a practical purpose ; that of offering '''books''', which are new items and which have the purpose of relieving [[Stress]].&lt;br /&gt;
* Many types of [[Room#Room furniture|roomstyle furniture]] now find a new practical purpose as well, also as Stress relievers.&lt;br /&gt;
* Strip clubs now also serve a similar practical purpose ; tipping and requesting private shows all allow Stress reduction as well.&lt;br /&gt;
* [[Shrine#Dark sanctum|Dark sanctums]] now offer a session of &amp;quot;demonic relaxation&amp;quot; as a service in exchange for a donation of 750 P$ or more. It also serves to relieve Stress. We'll leave it to your imagination as to what exactly happens in there.&lt;br /&gt;
&lt;br /&gt;
=== March 24th 2016 ===&lt;br /&gt;
'''Informational update'''&lt;br /&gt;
&lt;br /&gt;
* Assault waves revealed to be too much of a hassle on the GM during testing. As such, the feature itself has been scrapped. None of the new content (expanded backup calls, new weapons and items such as mines and MARCs, or the new cover pieces) has been removed, only the assault wave system itself.&lt;br /&gt;
* As a result, the testing session on March 24th has been cut short.&lt;br /&gt;
* A note from the [[Tempest|author]]: &amp;quot;''Assault waves are a good example of feature creep, and they would have deviated too much from the spirit of the game. While I do think that defensive combat still has a place in the Mazes and that ways to implement it should be explored, I also think it should be a matter of circumstances. In my opinion, it can be worked out with just expanded backup calls and the right setpieces. Those expand on an existing system which is simple enough and worked in the past; NPCs calling for more of their fellows into the battle, who then show up after an ETA once the call is made - this is a lot more natural and respects the feels of the game a lot more than a sort of strategy minigame of asset and personnel placement. As such, I absolutely do think that things like mines and tactical shields have their place in the Mazes, but circumstances call for context, and there is no better way to create context than to do it within quests. As such, we will see aspects of defensive combat with the quests update, which means this will not be until an undetermined time in the future. I'm sorry for the mess today, this is not a frequent occurrence for me to determine that a feature needs to be removed after testing.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== March 15th 2016 ===&lt;br /&gt;
'''OP3 features part 7: Expanded backup calls &amp;lt;strike&amp;gt;and assault waves&amp;lt;/strike&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==== Expanded backup calls ====&lt;br /&gt;
Backup calling is a NPC ability - and under certain circumstances, a Contestant ability (as a future quest reward) - which, as the name implies, allows a caller to bring backup to their position, in case a present threat warrants more firepower.&lt;br /&gt;
&lt;br /&gt;
When calling for backup in the UA, the backup will show up on a random Side of the [[Battlespace]] that is not occupied by an enemy. If, somehow, all sides are occupied by enemies when backup is about to arrive, they will appear on the caller's original side.&lt;br /&gt;
&lt;br /&gt;
This ability is now expanded and clarified into multiple tiers, each one with distinct effects.&lt;br /&gt;
&lt;br /&gt;
Three different types of backup calls now exist: '''Low alert''' calls, '''High alert''' calls, and '''gating'''.&lt;br /&gt;
&lt;br /&gt;
===== Low alert =====&lt;br /&gt;
'''Low alert calls''' are for mundane backup calls. They are low-priority; their ETA is long, the backup sent isn't necessarily powerful, however the cooldown period is relatively short and is a handy way to increase firepower.&lt;br /&gt;
&lt;br /&gt;
* [[Maze Soldier|Military]]: &lt;br /&gt;
** Can be performed by any Soldier with a rank of Sergeant or above. Backup size, ETA and cooldown improve if the caller is of a higher rank. Forces sent are of the same type (Regular Forces or Death Faction) as the caller's type.&lt;br /&gt;
** Sergeant calls: 1d2 Soldiers, ETA 2d3+1d2 turns, Cooldown: 12 turns&lt;br /&gt;
** Lieutenant calls: 1d3 Soldiers, ETA 1d3+2 turns, Cooldown: 10 turns&lt;br /&gt;
** Captain/Colonel calls: 1d2+1 Soldiers, ETA 1d3+1 turns, Cooldown: 8 turns&lt;br /&gt;
&lt;br /&gt;
* [[Youkai activist|Youkai]]:&lt;br /&gt;
** Can be performed by virtually any youkai activist.&lt;br /&gt;
** Backup sent: 2 Youkai activists, ETA 1d6+2 turns, Cooldown: 15 turns&lt;br /&gt;
&lt;br /&gt;
* [[Maze Guard|LE/Police]]: &lt;br /&gt;
** Can be performed by virtually any Maze Guard regardless of rank or type.&lt;br /&gt;
** Backup sent: 1d3 Maze Guards, ETA 1d5+1 turns, Cooldown: 10 turns&lt;br /&gt;
&lt;br /&gt;
===== High alert =====&lt;br /&gt;
'''High alert calls''' are when an immediate or powerful threat is in the room. They are high-priority, tend to have a shorter ETA, and sends more and/or better-equipped backup, however with a much longer cooldown period.&lt;br /&gt;
&lt;br /&gt;
* [[Maze Soldier|Military]]: &lt;br /&gt;
** Can only be performed by Soldiers with a rank of Lieutenant or above. Backup size, ETA and cooldown improve if the caller is of a higher rank. Forces sent are of the same type (Regular Forces or Death Faction) as the caller's type.&lt;br /&gt;
** Lieutenant calls: 1 Sergeant + 1d3 Soldiers, ETA 2d3 turns, Cooldown: 24 turns&lt;br /&gt;
** Captain/Colonel calls: 1 Lieutenant + 1 Sergeant + 1d4 Soldiers, ETA 1d3+2 turns, Cooldown: 20 turns&lt;br /&gt;
&lt;br /&gt;
* [[Youkai activist|Youkai]]:&lt;br /&gt;
** Can be performed by virtually any youkai activist.&lt;br /&gt;
** Backup sent: 2d2 Youkai activists, ETA 1d3+1 turns, Cooldown: 30 turns&lt;br /&gt;
&lt;br /&gt;
* [[Maze Guard|LE/Police]]: &lt;br /&gt;
** Can be performed only by Guard Sergeants, Guard Chiefs, the Maze Sheriff, and SRT Guards.&lt;br /&gt;
** Backup sent: 1d3+1 SRT Guards, ETA 1d3+1 turns, Cooldown: 12 turns&lt;br /&gt;
&lt;br /&gt;
===== Gating =====&lt;br /&gt;
'''Gating''' is a sort of backup call that is more of a natural ability. Gating can only be performed by certain species in the Angelic and Demonic factions. The point of gating is to summon nearly instantaneously powerful backup, with the caveat that they will invariably appear on the same Side as the caller and that gating imposes an extremely stiff cooldown period, to make up for the instant power that can be summoned. In addition, only high-ranking and powerful creatures can perform gating, which limits the instances.&lt;br /&gt;
&lt;br /&gt;
Gating performed by Angelic creatures is called ''divine-gating'', while the Demonic counterpart is called ''demon-gating''.&lt;br /&gt;
&lt;br /&gt;
* '''Divine-gating''':&lt;br /&gt;
** Can only be performed by Aurors, Archaurors and [[Shrine maiden|shrine maidens]].&lt;br /&gt;
** Backup sent: 1d3+1 random Angelic creatures (except shrine maidens). ETA: 1 turn. Cooldown: 50 turns.&lt;br /&gt;
&lt;br /&gt;
* '''Demon-gating''':&lt;br /&gt;
** Can only be performed by Great Daemons, Succubi, Incubi, and [[Dark maiden|dark maidens]].&lt;br /&gt;
** Backup sent: 1d3+1 random Demonic creatures (except dark maidens). ETA: 1 turn. Cooldown: 50 turns.&lt;br /&gt;
&lt;br /&gt;
==== Assault Waves ====&lt;br /&gt;
'''Feature scrapped, see March 24th 2016'''&lt;br /&gt;
&lt;br /&gt;
==== New items and assets ====&lt;br /&gt;
&lt;br /&gt;
* New [[Clothing and armor|clothing]], the '''reinforced leather jacket'''.&lt;br /&gt;
* Three new [[Cover]] types: Improved versions of the Guardian, Defender and Colossus Tactical Shields, respectively designated &amp;quot;Super Guardian&amp;quot;, &amp;quot;Super Defender&amp;quot; and &amp;quot;Titan&amp;quot;.&lt;br /&gt;
** The particularity of these three new tactical shields, besides being designated &amp;quot;Improved Tactical Shield&amp;quot; and their increased resiliency, is their new attribute: '''Full protection''', which designates cover types that have the ability to protect a full standing body, therefore protecting from harm even fully Exposed users. These cover types still benefit from the use of firing ports and gaps through which users may still retaliate and open fire, greatly improving their value.&lt;br /&gt;
* New [[Supply crate]] crate series, the '''Mixed Ammunition Resupply Containers''', or '''MARCs'''. The MARC-series crates is comprised of 6 crate types. See the Supply crate article for more details.&lt;br /&gt;
* New [[Weapon|Weapons]] - all of which are [[List of Class 4 Weapons|Class 4]]:&lt;br /&gt;
** '''M18A1 Claymore''' and '''MM-1 Minimore'''; directional mines, which are a new subtype of planted explosives&lt;br /&gt;
** '''TS-50''' and '''PMN-2'''; pressure mines, another new subtype of planted explosives&lt;br /&gt;
** '''SLAM''' and '''SUPER SLAM''', multipurpose mines which can emulate the behavior of either an explosive charge (like C4), a grenade, a time bomb, a directional mine, or a pressure mine. The SUPER SLAM is [[crafting]]-only.&lt;br /&gt;
* New [[List of blueprints|crafting recipe]]:&lt;br /&gt;
** SuperS recipe (Level 3): 1x SLAM + 1x E. circuit + 3x copper wire + either 3x Mini C4 charges or 1x Small C4 charge. Creates 1x SUPER SLAM.&lt;br /&gt;
&lt;br /&gt;
==== Related changes ====&lt;br /&gt;
* Hand grenades and certain planted explosives suffering a critical failure now become duds, which can be repaired by using a Gun Repair Kit. 1 use of a GRK on a dud explosive repairs the weapon, which can then be used again.&lt;br /&gt;
* [[Explosives rules]] now clarify which Class 4 weapons have special rules regarding failure and critical failures.&lt;br /&gt;
* All blueprint event lines now correctly display their new weight (0.01 units)&lt;br /&gt;
&lt;br /&gt;
=== March 10th 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 17: The Town Rep update'''&lt;br /&gt;
&lt;br /&gt;
This updates the inventory sheets with a new section. Please update your [[inventory sheet]] by adding the new &amp;quot;Town Reputation&amp;quot; section to your sheet.&lt;br /&gt;
&lt;br /&gt;
* Towns have a new essential feature: the Town Hall, as well as new encounter roles - subsets of the Maze Citizen as they do not have standard equipment or uniform, but are nevertheless important:&lt;br /&gt;
** The '''Mayor''', leader and supervisor of the town, whose role is to run the town, assign personnel, allocate residents, manage a local police force/security team called TownSec, and represent the town and its affiliations, as well as the laws enforced.&lt;br /&gt;
** Towns may now enforce either Standard Law (the Maze Guard-enforced law described in [[Police Attention|this article]]), Standard Modified (same, but with extra, local ordinances), Independent (does not enforce Standard Law - only local laws and rules, and does not receive protection from the [[Maze Guard|police]]), or no law system at all, meaning it is the same anarchy state as the [[Uncivilized Area]].&lt;br /&gt;
** Alongside the Mayor are several sub-roles relevant to the Town Hall, most important of which is TownSec - they are a force of volunteer, non-uniformed Maze Citizens with a special TownSec badge, and their role is to serve as a local police force and security team. TownSec citizens are now in charge of town entrance defense, patrolling in the social square, doing administrative work at the town hall's TownSec HQ, and responding to emergency calls relevant to their town.&lt;br /&gt;
&lt;br /&gt;
* Additions to the Reputation system: '''Town Reputation'''. Alongside Faction Rep, reputation of the Contestant towards a specific town is now tracked, including Neutral towns.&lt;br /&gt;
** Town Reputation is essentially there to allow towns (non-Faction aligned) some semblance of independent behavior towards the Contestant, particularly Neutral towns. Faction-aligned towns may still deny access based on overall Faction Rep, but specific wrongdoings or good deeds towards a specific town may allow for some wiggle room.&lt;br /&gt;
&lt;br /&gt;
=== March 6th 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 16: The non-combat skills update'''&lt;br /&gt;
&lt;br /&gt;
This updates the inventory sheets with a new section. Please update your [[inventory sheet]] by adding the new &amp;quot;Noncombat skill group&amp;quot; section to your sheet.&lt;br /&gt;
&lt;br /&gt;
[[Weapon accessory]] changes:&lt;br /&gt;
* Muzzle brakes and foregrips get a new '''effect''', replacing the old one: '''After an attack roll, one of the lowest dice score gains 1 point to a maximum of 11. Does not affect critical failures,''' replacing &amp;quot;+2 max shots per turn for weapons not affected by Recoil&amp;quot; in both caseS.&lt;br /&gt;
* The effects of both accessories stack: Two such effects means two of the lowest scores gain 1 point.&lt;br /&gt;
* New bayonets: The '''SA80 bayonet''', a non-blocking knife-bayonet compatible with the Enfield L85A2, and the '''Type 30 sword-bayonet''', a knife-bayonet compatible with both the Type 38 Arisaka and Type 97 Arisaka rifles.&lt;br /&gt;
&lt;br /&gt;
[[Gameplay mechanics]] changes:&lt;br /&gt;
* Introduction of '''seven noncombat skills''' which affect the performance of the Contestant when performing distinct activities: Hunting, Crafting, Mining, Handloading, Barter, Repair, and Lockpicking. Of these noncombat skills, the five are based on already existing activities and features, while two ; Repair and Barter, are completely new. See [[Skills#Noncombat skills|here]] for more details.&lt;br /&gt;
** Hunting is essentially a renamed and improved version of the prior system of butchering skill.&lt;br /&gt;
** Crafting is overhauled - there is now only one crafting kit instead of 3, crafting kits become consumable items which need to be replenished (a crafting kit has up to 20 uses), successfully crafting an item now depends on success chances (the higher the item level, the lower the initial chances). Failure to craft an item merely burns 1 use on the crafting kit and must be re-attempted until success is achieved.&lt;br /&gt;
*** Blueprints are no longer mandatory to craft items, however having one increases the success chances. Blueprint weight is decreased - '''0.1 unit''' per blueprint instead of 1, in order to facilitate carrying them. Lastly, a large amount of blueprints and corresponding crafting recipes have been added, and many existing ones were modified (adjustments to crafting level.&lt;br /&gt;
*** Plenty of new crafting recipes and associated items.&lt;br /&gt;
** Handloading sees no fundamental changes to the way it functions, the skill however affects what load types can be made (only experienced handloaders can do hot loads such as +P/MAG and +P+), as well as how many rounds can be manipulated every turn.&lt;br /&gt;
** Mining also sees little changes, the skill largely governs amount of [[nutrition]] burned per turn spent mining, and chances to extract ore bundles per successful hit.&lt;br /&gt;
** Barter and Repair are new [[Abilities]], described here: [[Bartering]], [[Repairing]].&lt;br /&gt;
** Lockpicking is vastly improved upon - it is now more difficult to pick locks overall, but the skill levels can alleviate the difficulty, and there are new ways to tackle locks; notably, the ability to attempt picking the trap trigger itself (if there is any trap), and attempting to force the lock for a high risk-high reward, faster alternative to picking the lock conventionally.&lt;br /&gt;
&lt;br /&gt;
Other changes:&lt;br /&gt;
* Clarification: All random encounters have at least Basic in the combat skills corresponding to the weapons they were generated with. Only under specific circumstances (named characters, for examples) will different skill levels be assigned. Skill level of NPCs also does not change, again barring certain exceptions.&lt;br /&gt;
* Kappa now naturally have Master skill level in Crafting and Repair.&lt;br /&gt;
* Oni and Kishin now naturally have Master skill level in Mining.&lt;br /&gt;
* Kitsune now naturally have Master skill level in Bartering.&lt;br /&gt;
* All engineers naturally have Expert skill level in Crafting. Workshop ET engineers additionally have Expert level in Repair and Handloading, while Mining ET engineers additionally have Expert level in Mining.&lt;br /&gt;
* All chefs, including Kitsune chefs but excluding bartenders, now naturally have Expert level in Hunting.&lt;br /&gt;
&lt;br /&gt;
=== February 25th 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 15: The Barrel Lengths Update'''&lt;br /&gt;
&lt;br /&gt;
==== Barrel length damage modifier ====&lt;br /&gt;
Introduction of a new feature, '''barrel lengths and damage modifiers tied to barrel length'''.&lt;br /&gt;
&lt;br /&gt;
As most weapons in the game are firearms, not all calibers and not all firearms are created equal. Thus, weapons may have an overall damage multiplier, applying to both [[Pain]] and [[Limb Damage]], depending on the length of their barrel. Every caliber may have one or more ''barrel length groups'', which represent a range of barrel lengths for which the multiplier applies. &lt;br /&gt;
&lt;br /&gt;
Examples, with [[.357 Magnum]] firearms. We are assuming all of the firearms below are loaded with .357 Magnum rounds.&lt;br /&gt;
* A '''Smith &amp;amp; Wesson Model 686''' features a 6 inch (6&amp;quot;) barrel. Thus, it is in the ''Medium handgun'' barrel length group for this caliber, and enjoys the normal 1x damage multiplier.&lt;br /&gt;
* However, a '''Ruger LCT''' has a much shorter 1.875&amp;quot; barrel, thus placing it into the ''Short handgun'' group for this caliber - thus it has a 0.65x damage multiplier.&lt;br /&gt;
* On the other hand, a '''Marlin Model 1894C''', which is a rifle with a 18.5&amp;quot; barrel, will be in the ''Rifle'' group - thus it has a 1.5x damage multiplier.&lt;br /&gt;
&lt;br /&gt;
Different calibers have different barrel length groups. Your particular firearm's barrel damage multiplier depends not only on its barrel length, but also on '''the caliber of the ammunition it is about to fire''' ; not necessarily what it is chambered for. This is important for firearms that can chamber multiple calibers, such as the aforementioned .357 Magnum firearms, for example.&lt;br /&gt;
&lt;br /&gt;
Certain calibers may have only one barrel length group - this is intentional. Sometimes, the difference across the available firearms' barrel lengths is not sufficient to need more than one group.&lt;br /&gt;
&lt;br /&gt;
==== Other changes ====&lt;br /&gt;
* All caliber pages referenced on the [[Ammunition]] article have been updated to display all the barrel length groups.&lt;br /&gt;
* Every firearm event line now displays barrel length in inches, next to the caliber and fire modes.&lt;br /&gt;
&lt;br /&gt;
=== February 17th 2016 ===&lt;br /&gt;
Not really a game update but more of an announcement that the wiki is no longer dark, and invites are no longer required to read it. Wiki invites will still be provided to players as a sort of 'proof of membership'. If you're reaching us from Google or another website, then hello! Please direct yourself to [[MazeWorld]] to get a quick idea of what the game is all about!&lt;br /&gt;
&lt;br /&gt;
And just because I'm nice like that, here's a new [[weapon]]:&lt;br /&gt;
* '''IZHMASH Mosin-Nagant M44''', a [[7.62x54mm R]] bolt-action rifle and shorter cousin to the M1891 and 91/30 PU rifles. Class 1, Weight 22.&lt;br /&gt;
&lt;br /&gt;
=== February 9th 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 14'''&lt;br /&gt;
&lt;br /&gt;
'''''WARNING:''''' This update updates inventory sheets (again!). Active sheets made prior to this update are &amp;quot;broken&amp;quot; and will be updated on your next session.&lt;br /&gt;
&lt;br /&gt;
* Many shops now offer a '''delivery service''', which transfers all of the Contestant's purchases to their bank vault, instead of being given in person, similar to having store credit transferred to the bank account. The service costs 200 P$ for shops located in a [[Towns|town]], and 800 P$ for shops operating in the [[Uncivilized Area]].&lt;br /&gt;
* '''Weapon skills''' have been updated. Firearm skills no longer call for skills based on weapon type, but on '''a new set of skills based on weapon action''', such as bolt-action, pump-action, automatic rifle, semi-automatic pistol, and so on. The full list of new skills, alongside a list of important notes regarding certain weapons and the skills they are covered by, can be seen here: [[Gameplay mechanics#Skill types]]&lt;br /&gt;
** Startgame weapon offerings have been updated to match the new skill types. In addition, as there are now more skills than before, the total amount of points to allocate to starting weapon skills was bumped from 5 to '''10'''.&lt;br /&gt;
&lt;br /&gt;
=== February 7th 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 13 ; The Grenade Spam mini-update'''&lt;br /&gt;
&lt;br /&gt;
'''''WARNING:''''' This update updates inventory sheets. Active sheets made prior to this update are &amp;quot;broken&amp;quot; and will be updated on your next session.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay changes ====&lt;br /&gt;
* Inventory sheets have been modified.&lt;br /&gt;
** Sheets '''no longer feature a Class 4 weapon slot''' ; it is no longer possible to directly equip a Class 4 weapon.&lt;br /&gt;
** Other equipped weapon slots have been modified - the blank inventory sheet now clearly shows how many weapons of each different Class a Contestant can equip at any given time. The sheet now also lists the position of equipped weapons on the Contestant's body. For more info, see the [[Weapon]] page.&lt;br /&gt;
* Items and weapons that are considered &amp;quot;immediately accessible&amp;quot; can now be equipped and used as a free action during combat. This includes Class 4 weapons - from now on, the only limit to how many Class 4 weapons that can be carried depends on your carrying space. While it is still possible to equip weapons of other Classes via the use of implied slings and holsters, the amount of weapons a Contestant has at their immediate disposal has now been increased.&lt;br /&gt;
* To clarify, &amp;quot;Immediately accessible&amp;quot; implies any one of the following conditions:&lt;br /&gt;
** When in combat, the desired item in an immediately accessible piece of LBE (tactical vest, utility belt, leg rig, '''set-down only''' backpack)&lt;br /&gt;
** When in combat, the desired item is on the floor, '''but only if the item is on the same side as the Contestant'''. See [[Gameplay mechanics#Battlespace]] for an explanation.&lt;br /&gt;
* [[Clothes shop|Clothes shops]] now have separate aisles for clothing, armor and trauma plates. They now also sell 12 random pieces of LBE instead of 8.&lt;br /&gt;
&lt;br /&gt;
==== Load-bearing equipment ====&lt;br /&gt;
* The available LBE have been '''completely remade''' with many items renamed or replaced by equivalents, and several new LBE items overall. Very few items were kept as-is. See the [[LBE]] lists for more info.&lt;br /&gt;
* Corresponding items in the standard equipment of encounters have been replaced as well, with certain changes to match:&lt;br /&gt;
** As the Mk64 Marksman vest no longer exists, Sniper mercenaries now wear a TT-1A Assault vest and an AMR mag rig instead.&lt;br /&gt;
** As the Grenadier chest rig no longer exists, Bomber mercenaries now wear an AK/VOG chest rig instead.&lt;br /&gt;
** As the Ocelot rig no longer exists, Type 1 Desperados now wear a Gunfighter belt.&lt;br /&gt;
** [[Maze Soldier|Military]] Lieutenants and Captains now wear a Dump belt instead of a Basic belt.&lt;br /&gt;
** [[Scientist|Scientists]] (except nurses) now carry a Courier bag and a Pistol mag rig for their PP2000 magazines.&lt;br /&gt;
** [[Weapon shop]] owners now carry an [[List of Class 1 weapons|Armalite AR-10]] instead of their old Springfield M14, with 3 magazines.&lt;br /&gt;
** Several encounters received a Basic belt and Condor utility rigs.&lt;br /&gt;
** [[Bank|Bankers]] and [[Hiring bureau|Hirers]] now carry a [[Trauma plate|Ceramic plate]] inside of their Kevlar vests.&lt;br /&gt;
* [[Supply crates]]: All of the LBE series of crates have been modified, both with new names and new contents.&lt;br /&gt;
&lt;br /&gt;
=== February 2nd 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 12'''&lt;br /&gt;
&lt;br /&gt;
==== Roomstyle related changes ====&lt;br /&gt;
* New roomstyles have been introduced: the Empty Armory and the Vault room.&lt;br /&gt;
* Roomstyles in advanced states of disrepair (the &amp;quot;forsaken&amp;quot; and &amp;quot;overgrown&amp;quot; flavors) now have a chance to spawn mushrooms from the moss and moldy deposits that form in such rooms, to compensate for the low chance of roomstyle-related items.&lt;br /&gt;
* Roomstyles have been generally overhauled and improved - proper descriptions, proper definition of the available furniture and interactable items, and improved roomstyle stocks (items tied to the roomstyles rather than random events)&lt;br /&gt;
&lt;br /&gt;
==== Other changes ====&lt;br /&gt;
[[Containers]] and lockpicking in general:&lt;br /&gt;
* Computer locks have been properly defined as a lock type, though not strictly related to containers, it is listed alongside the other types for the purposes of completeness.&lt;br /&gt;
* A new type of key is introduced, the '''keycard''', which separates from the existing '''mechanical keys'''. Keycard serial number range is 1-FFFF (Hexadecimal for 65535, as opposed to 9999 for mechanical keys). Keycards are now required to unlock electronic locks on containers.&lt;br /&gt;
&lt;br /&gt;
[[Towns]]:&lt;br /&gt;
* Bugfix: All rooms and facilities which use computer locks and FL/HS locks have been reviewed and correctly defined. Computer and FL/HS locks are now said to be 'slaved' to a control computer, which must be hacked into (or any other creative methods a Contestant can come up with) in order to tamper with the locks.&lt;br /&gt;
* Bugfix: The police station map was missing a room, the evidence vault. It has been rectified ; the evidence vault now contains a bunch of random items (weapons, magazines, ammunition and armor) that are explained to have been seized from criminals and outlaws. The evidence vault will also play a role in future quests.&lt;br /&gt;
&lt;br /&gt;
Other: &lt;br /&gt;
* The [[IRC Bots|@stuff]] command can now spawn keys and keycards, so that Contestants have more chances to find valid serial numbers.&lt;br /&gt;
&lt;br /&gt;
=== January 3rd 2016 ===&lt;br /&gt;
'''OP3 features part 6: The Handloading Update'''&lt;br /&gt;
&lt;br /&gt;
==== New feature: Handloading ====&lt;br /&gt;
An all-new feature is introduced to the Mazes: [[Handloading]]. Handloading (also known as reloading) is the activity of manufacturing ammunition from separate components, rather than purchasing complete ammunition on the retail market. These components are typically purchased, scavenged loose, salvaged from other rounds of unwanted ammunition, and if certain conditions are met, certain of these components can even be manufactured by the Contestant.&lt;br /&gt;
&lt;br /&gt;
In the Mazes, ammunition for all firearm calibers except for [[.22 Long Rifle]] and [[4.73x33mm Caseless]] can be disassembled (broken down into their basic components) and/or handloaded (assembled to form complete rounds).&lt;br /&gt;
&lt;br /&gt;
In order to handload ammunition, the following components will be needed:&lt;br /&gt;
* A '''Handloading kit''', for either (P)istol, [R]ifle or {S}hotgun calibers.&lt;br /&gt;
* '''Primers''', '''Cases/hulls''', '''Wads''' (for shotgun shells only), '''Powder''' and '''Projectiles'''.&lt;br /&gt;
&lt;br /&gt;
When firing ammunition with salvageable cases, there is a '''20% chance per round fired''' that this shot will produce an usable case. This introduces an element of scavenging, allowing the Contestant to potentially reuse previously-fired cases if they so choose to. After firefights, it is wise to look on the floor for spent cases and hulls - they can be salvaged for later use.&lt;br /&gt;
&lt;br /&gt;
Retail ammunition only sells common projectile and load combinations - handloading allows a Contestant who acquires the right components to create their own specialized loads.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ammunition crafting ====&lt;br /&gt;
With access to primary materials and a suitable production facility (an '''ammunition factory'''), the Contestant can even produce his/her own handloading components, expanding the possibilities even more. Here is the list of related changes and new features:&lt;br /&gt;
&lt;br /&gt;
* Lead, iron, zinc and tungsten are no longer &amp;quot;quick cash&amp;quot; materials (to be sold only for money) - such ore can now be traded at the Mining Lobby for ingots.&lt;br /&gt;
** The value of lead ingots is fixed at '''150 P$ per kilogram'''.&lt;br /&gt;
** Lead ingots can only be found in '''500g''' (75 P$) and '''1kg''' (150 P$) variants.&lt;br /&gt;
** Lead ingots: '''500g of lead ore''' is required at the minimum to obtain a lead ingot - any less will be traded for cash.&lt;br /&gt;
* It is also possible to acquire advanced metal ingots: Brass, Steel and Tungsten, by exchanging suitable ore at the mining lobby for relevant ingots and paying a manufacturing fee (which covers the costs of alloying or blast furnace use).&lt;br /&gt;
** Brass ingots: '''167g of copper ore''' and '''83g of zinc ore''' plus a '''25 P$ fee''' for one 250 gram brass ingot. Extrapolate as needed for 500g and 1kg ingots.&lt;br /&gt;
** Steel ingots: '''250g of iron ore''' plus a '''70 P$ fee''' for one 250 gram steel ingot. Extrapolate as needed for 500g and 1kg ingots.&lt;br /&gt;
** Tungsten carbide ingots: '''250g of tungsten ore''' plus a '''50 P$ fee''' for one 250 gram tungsten carbide ingot. Extrapolate as needed for 500g and 1kg ingots.&lt;br /&gt;
*** It must be noted that brass, steel and tungsten can be used as base metals for [[Jewelry store|creating jewels]] - but lead can't, for evident reasons.&lt;br /&gt;
&lt;br /&gt;
* Various components (predominantly metal ingots; lead, copper, steel, brass) can be brought to an ammunition factory for producing various components such as projectiles, cases and hulls. Powders, primers, rubber products and explosive ammunition components require special equipment not normally available in a standard ammo factory, and are as such not available to the Contestant.&lt;br /&gt;
** LEAD, LSWC, LSWCHP, lead buckshot, slug: '''100% lead'''&lt;br /&gt;
** FMJ, JSP, JHP: '''90% lead, 10% copper'''&lt;br /&gt;
** HPX, SEG, UHS: '''100% copper'''&lt;br /&gt;
** AP: '''40% lead, 50% steel, 10% copper'''&lt;br /&gt;
** API: '''40% lead, 50% steel, 10% copper + 1 MgX charge'''&lt;br /&gt;
** APX: '''40% lead, 50% tungsten carbide, 10% copper'''&lt;br /&gt;
** Flechette: '''100% steel'''&lt;br /&gt;
** Incendiary slug: '''100% lead + 2 MgX charges'''&lt;br /&gt;
** Brass cases (all pistol and rifle calibers, 12 gauge CAWS hulls): '''100% brass'''&lt;br /&gt;
** 12 gauge hulls: '''100% brass + Box of plastic sheets'''&lt;br /&gt;
&lt;br /&gt;
==== Related changes ====&lt;br /&gt;
Along with the introduction of handloading as a new feature, several important changes are introduced:&lt;br /&gt;
&lt;br /&gt;
'''Shops'''&lt;br /&gt;
* Workshops have a 50% chance to have 1 handloading kit (of a random type) for sale.&lt;br /&gt;
* Ammunition found in gun shops and weapon shops now belong to specific &amp;quot;brand names&amp;quot;, which offer a limited selection of projectile/powder type/load combinations - the most common. The majority of possible combinations of projectiles, powder types and powder loads can only be acquired through handloading. Players are encouraged to experiment and create loads that are otherwise impossible to find elsewhere.&lt;br /&gt;
* Gun shops and weapon shops have a 50% chance to sell primers, cases/hulls and powders, each.&lt;br /&gt;
** If primer boxes are in stock, 3 random types will be found, 1d3 boxes for sale per type.&lt;br /&gt;
** If case boxes are in stock, 12 random calibers will be found, 1d3 boxes for sale per type.&lt;br /&gt;
** If powder jars are in stock, 1d4-1 powder jars per type will be found (including empty jars)&lt;br /&gt;
* Bulk cans, when found, now contain ammunition of a random type ; not just Surplus FMJ ammunition as before.&lt;br /&gt;
* [[Workshop|Workshops]] no longer offer ammunition customization services (ammo type conversions) - the role of that service has been rendered obsolete by handloading.&lt;br /&gt;
* New crafting ingredients:&lt;br /&gt;
** '''Box of Magnesium explosive (MgX) charges''', for use in the production of incendiary ammunition. One box costs 100 P$.&lt;br /&gt;
** '''Box of plastic sheets''', which are used in the manufacture of plastic shotgun shells (all [[12 gauge]] shells). One box costs 10 P$.&lt;br /&gt;
* Modified existing crafting ingredients:&lt;br /&gt;
** Rags are now sold in workshops in batches of 1d20 when available.&lt;br /&gt;
&lt;br /&gt;
'''Ammunition and ammo/projectile types'''&lt;br /&gt;
* Randomly found ammunition now matches the new &amp;quot;brand name&amp;quot; system in the majority of cases - only in rare instances may randomly found ammunition have truly random combinations of powder type, load, and projectile type.&lt;br /&gt;
* The third level of overpressure (+P++, or &amp;quot;Nuclear&amp;quot;) is scrapped and becomes no longer available (and thus not craftable).&lt;br /&gt;
* Shotgun shells no longer have separate damage tables for &amp;quot;tactical&amp;quot; and &amp;quot;full-power&amp;quot; shells ; load power is now subject to powder load (and thus subject to a damage multiplier).&lt;br /&gt;
* [[12 gauge CAWS]]: Buckshot shells now contain 15 pellets. 12 gauge CAWS now has new ammo types to match their regular 12 gauge counterparts: CAWS Rubber buckshot, CAWS rubber baton, CAWS incendiary slug, and CAWS FRAG.&lt;br /&gt;
* New unique 12 gauge/CAWS shell, available only by handloading: the '''Coin shot'''. The projectiles are twenty [[Parallar]] coins (for both 12 gauge and CAWS). Now you can defeat your enemies with '''money!'''&lt;br /&gt;
* Virtually all pistol, rifle and shotgun calibers received new prices per round.&lt;br /&gt;
* Many new projectile types for pistol, rifle and shotgun ammunition have been introduced:&lt;br /&gt;
** New solid projectiles: '''LEAD and LSWC''', two types of cast lead, unjacketed bullets which are inexpensive, readily available, easy to manufacture. Ammunition with these projectiles may foul firearms a little faster (increased Cleanliness wear rate). They are effective against unarmored targets (particularly regarding to limb damage), but are not recommended for use against armored targets. LEAD projectiles are available for both pistol and rifle calibers, while LSWC is available only for pistol calibers.&lt;br /&gt;
** New expanding projectiles: '''JSP, LSCWHP and HPX'''. '''JSP''' is Jacketed Soft Point, and acts as a middle ground between FMJ and JHP. '''LSWCHP''' is similar to LSWC (described above), but with a hollow point and for pistol calibers only, allowing it to perform dramatically better than any other type of expanding bullet against unarmored targets, but is even more useless against armored targets. '''HPX''' is Hollow Point eXtreme, an all-copper, wide-cavity projectile for rifle calibers only and essentially is the rifle equivalent of LSWCHP.&lt;br /&gt;
** Changes and corrections: HP is renamed to '''JHP''' to clarify that it is indeed jacketed hollow points. SAP is renamed to '''APX''' for Armor Piercing, eXtreme. Neither projectile type is otherwise modified in role or modifiers.&lt;br /&gt;
* Flechette is now considered an armor-piercing projectile type - meaning it will [[Secondary effect#Clothing|damage bullet-resistant armor]].&lt;br /&gt;
* Expanding projectile types is no longer guaranteed to fail against [[Cover]] - if sufficiently powerful after limb damage calculation, such ammunition may still overpenetrate barriers.&lt;br /&gt;
&lt;br /&gt;
'''Damage tables'''&lt;br /&gt;
* [[.338 Lapua Magnum]]: Damage tables modified due to switching from a 250 grain to a 300 grain bullet.&lt;br /&gt;
* [[.40 S＆W]]: Damage tables modified due to switching from a 180 grain to a 200 grain bullet.&lt;br /&gt;
* [[.454 Casull]]: Damage tables modified due to switching from a 360 grain to a 250 grain bullet.&lt;br /&gt;
* [[40mm NATO grenade]]: '''M576 buckshot''' damage tables modified - switching from #3 buckshot to #00 buckshot.&lt;br /&gt;
* [[12 gauge]]: '''Slug''' damage tables modified ; previous ones were incorrect due to erroneous projectile dimensions.&lt;br /&gt;
* [[12 gauge CAWS]]: '''Buckshot, slug and flechette''' all receive new damage tables as well thanks to new, more accurate load data.&lt;br /&gt;
* New damage tables created: CAWS rubber buckshot, CAWS rubber baton, CAWS incendiary slug, CAWS FRAG, 12 gauge coin shot, CAWS coin shot&lt;br /&gt;
&lt;br /&gt;
'''Advanced ammunition crafting'''&lt;br /&gt;
* Access to an ammunition factory is required to access the advanced ammunition crafting services (detailed above). A placeholder factory will be made available and accessible during the Testing Period so that Contestants can try it for themselves, however it must be noted that normally, such a factory is off-limits to the Contestant.&lt;br /&gt;
* A sidequest will be completed in the future to give the Contestant a chance to legally access to such a facility, and benefit from advanced ammunition crafting during normal play.&lt;br /&gt;
&lt;br /&gt;
=== December 31st 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 11'''&lt;br /&gt;
&lt;br /&gt;
* '''1 new caliber''': [[.260 Remington]]. A cartridge with dimensions similar to [[7.62x51mm NATO]], which trades a small amount of base power for one level of Recoil less. It is a Rare Caliber (no stock firearms chambered for this round, and no ammo sold in stores) intended to be much more power-recoil effective in combat rifles than 7.62 NATO.&lt;br /&gt;
&lt;br /&gt;
* '''4 new weapons''':&lt;br /&gt;
** '''Česká Zbrojovka CZ-805 BREN A1''' - Class 1 combat rifle, [[5.56x45mm NATO]], with a 2-round burst mode.&lt;br /&gt;
** '''MKEK MPT-76''' - Class 1 combat rifle, [[7.62x51mm NATO]], a modern battle rifle.&lt;br /&gt;
** '''Beretta BM59''' - Class 1 combat rifle, [[7.62x51mm NATO]], a classic battle rifle with integrated bipod, and the Italian take on a successor to the M1 Garand.&lt;br /&gt;
** '''SIG Sauer P220''' - Class 3 pistol, [[.45 ACP]], a classic handgun and predecessor to the P226.&lt;br /&gt;
&lt;br /&gt;
* '''Maze Customs''': New [[Customs:Minor|Minor services category]]: Minor Rechambering conversions.&lt;br /&gt;
** 30 firearms not belonging to the Customs families can now benefit from caliber conversion services, with more to possibly come in the future. Among those weapons, 17 are 7.62x51mm NATO rifles now eligible for the new '''Light Battle Rifle (LBR)''' conversion kit, which is nothing more than a service that rechambers those firearms to the newly-introduced, lower-recoiling [[.260 Remington]] cartridge.&lt;br /&gt;
&lt;br /&gt;
* Related changes&lt;br /&gt;
** A226 rail adapter renamed to '''ASIG''' rail adapter, now compatible with SIG P220.&lt;br /&gt;
** A92 rail adapter now compatible with Beretta 96FS.&lt;br /&gt;
** The 6.5mm rifle silencer is renamed '''.260 / 6.7mm''' and is now also compatible with .260 Remington&lt;br /&gt;
** '''1 new muzzle brake''': Rifle, .260 / 6.7mm, compatible with .260 Remington and 6.5x50mmSR Arisaka. The new brake is priced at 400 P$.&lt;br /&gt;
&lt;br /&gt;
=== December 17th 2015 part 2 ===&lt;br /&gt;
'''Testing Period #3 mini-update 10'''&lt;br /&gt;
&lt;br /&gt;
Two new weapons:&lt;br /&gt;
* '''Big Horn Armory Model 89 Carbine''', a [[.500 Magnum]] lever-action conventional rifle, with a capacity of 7+1 rounds.&lt;br /&gt;
* '''Smith &amp;amp; Wesson Model 500ES''', a short barreled Weight 3 variant of the Model 500, also in [[.500 Magnum]], although it has no integrated brake.&lt;br /&gt;
&lt;br /&gt;
=== December 17th 2015 ===&lt;br /&gt;
'''OP3 features part 5: The Meds Update, part 1'''&lt;br /&gt;
&lt;br /&gt;
Alongside the introduction of [[Agility]], medical aid in the Mazes have undergone a much needed balancing update. Now, all meds, including the &amp;quot;hard&amp;quot; drugs, are properly balanced to offer interesting and attractive effects. But beware of [[Addiction]]!&lt;br /&gt;
&lt;br /&gt;
==== Changes introduced ====&lt;br /&gt;
&lt;br /&gt;
'''Meds effect changes:'''&lt;br /&gt;
* [[Cannabis]]: Strength-10% effect removed. Added [[Secondary effect#Healing|Increased Pain Regeneration Rate +1%/turn]], a new effect in the Healing category which affects the natural Pain regen rate.&lt;br /&gt;
* [[Codeine]]: Pain reduction effect is now '''-35%''' instead of -40%.&lt;br /&gt;
* [[Heroin]]: Pain reduction effect is now '''-85%''' instead of -70%. Strength reduction effect is now '''-10%''' instead of -20%. FT+1 effect removed.&lt;br /&gt;
* [[Lorazepam]]: Forced sleep effect duration is now '''6d5 turns''' instead of 1d3*10 turns.&lt;br /&gt;
* [[Morphine]]: Pain reduction effect is now '''-70%''' instead of -75%.&lt;br /&gt;
* [[Nitrous oxide inhaler]]: Pain Sensitivity negated and Strength -10% effects removed. Replaced with '''Pain Sensitivity -50%''' and '''Nausea'''. Effect duration is now '''1d6+2 turns''' instead of 1d6 turns.&lt;br /&gt;
* [[Oxycodone]]: Item shape is now a '''red pill''' instead of a white tablet. Pain reduction effect is now '''-55%''' instead of -50%.&lt;br /&gt;
* [[Steroids]]: Rage and FT+2 effects removed. Strength boost is now '''+30%''' instead of +20, added '''Accelerated hunger'''.&lt;br /&gt;
* [[Universal antivenom]]: Item shape is now a '''syringe''' instead of the now deleted vial.&lt;br /&gt;
&lt;br /&gt;
'''Secondary effect changes''':&lt;br /&gt;
* Forgetfulness as a [[secondary effect]] has been scrapped.&lt;br /&gt;
&lt;br /&gt;
[[Addiction]] - '''Withdrawal effect changes:'''&lt;br /&gt;
* Amphetamine withdrawal: No longer causes forgetfulness (effect no longer exists).&lt;br /&gt;
* Anabolic steroid withdrawal: No longer causes Strength-20%. Now causes '''Rage''' instead.&lt;br /&gt;
* Cannabis withdrawal: No longer causes forgetfulness (effect no longer exists). Replaced with '''Strength -10%'''.&lt;br /&gt;
* Opioid addiction: FT+1 effect becomes '''FT+2'''.&lt;br /&gt;
* Sick Hakutaku syndrome: No longer causes forgetfulness (effect no longer exists).&lt;br /&gt;
&lt;br /&gt;
'''Removed medical items''':&lt;br /&gt;
* Ketamine: Probably the game's worst painkiller as it had many negative effects for a lukewarm single positive (Pain -50%).&lt;br /&gt;
* LSD: Had nothing but negative effects. Other substances already fill the hallucinogen niche.&lt;br /&gt;
* Pentobarbital: The 'suicide pill' was deemed unnecessary.&lt;br /&gt;
* Concept of placebo items: Now all medical items are useful.&lt;br /&gt;
&lt;br /&gt;
=== December 4th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 9 - Wuxia'd in the face mini-update''' ''(Player-suggested!)''&lt;br /&gt;
&lt;br /&gt;
* [[Gameplay mechanics]]: Initiative has been updated to introduce a new mechanic and a new IS tier.&lt;br /&gt;
** All non-combat actions are now treated as having a '''IS 0''' (Reminder: Lowest number = Fastest), a speed normally impossible to reach with weapons or attacks naturally, so that they remain naturally faster than combat actions.&lt;br /&gt;
** However, because non-combat actions are now formally part of the Initiative system, through the use of IS tier modifiers, sufficiently light weapons or fast attacks can eventually reach a practical IS 0 as well, '''making such attacks potentially as fast as non-combat actions'''. The direct consequence is a chance to resolve such fast attacks before non-combat actions can even be resolved.&lt;br /&gt;
** For example, it now becomes possible, in the right conditions, to attack a creature before they have a chance to take cover, or flee, among other things.&lt;br /&gt;
** The position of [[Concentration]] in the IS tier system has been clarified ; a Concentrated fighter (IS tier 99) is now considered to have an IS that is impossibly slower than Unsparable (IS tier 12), in order to make it clear that it is impossible to reach the Concentrated IS tier by other means than Concentrating. (for example, using an Unsparable weapon with an IS Tier +1 effect will not make it as fast as a Concentrated attacker ; the Concentrated attacker is still going last.)&lt;br /&gt;
&lt;br /&gt;
=== December 1st 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 8 - Improved Startgame mini-update'''&lt;br /&gt;
&lt;br /&gt;
* Several &amp;quot;fluff&amp;quot; questions were grouped together in order to complete Startgame more quickly.&lt;br /&gt;
* Constitution becomes an important question, the choice now affects natural stat modifiers.&lt;br /&gt;
** Average: 	No advantage, no disadvantage.&lt;br /&gt;
** Slender: 	Agility +1, Limb HP mod -10%&lt;br /&gt;
** Thin: 	Agility +2, Limb HP mod -20%&lt;br /&gt;
** Athletic: 	Strength +10%, permanent &amp;quot;Athletic&amp;quot; effect: natural hunger becomes 2 kcal/turn instead of 1.&lt;br /&gt;
** Muscular: 	Strength +20%, permanent &amp;quot;Muscular&amp;quot; effect: natural hunger becomes 4 kcal/turn instead of 1.&lt;br /&gt;
** Overweight: 	Limb HP mod +10%, Agility-1&lt;br /&gt;
** Obese: 	Limb HP mod +20%, Agility-2&lt;br /&gt;
* Species selection also becomes an important question ; the various different halfling species now offer natural stat modifiers as well. Humans remain the default, well-balanced option with no advantage or disadvantages.&lt;br /&gt;
** Human: No advantage, no disadvantage.&lt;br /&gt;
** Feline halfling: Agility +1, Strength-10%&lt;br /&gt;
** Canine halfling: No stat advantage, Pain Sens +10%, but gains a natural bite attack (Sharp-type).&lt;br /&gt;
** Lagomorph (Rabbit) halfling:	Agility +1, Pain Sens +10%&lt;br /&gt;
** Muridae (Mouse/Rat) halfling: Max Blood +1, Strength -10%&lt;br /&gt;
** Squamata (Snake) halfling: No stat advantage, Limb HP mod -20%, but gains a natural snakebite attack (Sharp-type, poisonous)&lt;br /&gt;
** Salientia (Frog) halfling: Strength+10%, Pain Sens +10%&lt;br /&gt;
** Equine halfling: Limb HP mod +10%, Max Blood -1&lt;br /&gt;
&lt;br /&gt;
* NPC halflings now have corresponding natural statistics - however, NPC constitution (governed by [[Physio code]]) does not grant natural statistics for the sake of simplicity&lt;br /&gt;
&lt;br /&gt;
=== November 29th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 7 - The Agility mini-update'''&lt;br /&gt;
&lt;br /&gt;
A new statistic is introduced: [[Agility]]. Its primary purpose is to '''offer a way of influencing''' [[Gameplay mechanics#Other useful ways to use 2d6s|cover rolls and escape rolls]]. (Agility modifiers may be referred to as '''Agi''' for shortening purposes.)&lt;br /&gt;
&lt;br /&gt;
* All [[Encounters|creatures]] have been given a natural Agility statistic.&lt;br /&gt;
&lt;br /&gt;
* Several substances have received modified effects to account Agility modifiers:&lt;br /&gt;
** '''Food:''' Cola drink, Lemonade, Black tea, Green tea and Black coffee: All of them lost their Strength+10% effect, replaced by an '''Agility +1''' effect. Energy drink kept its Strength+10% effect, but also gained '''Agility +1'''.&lt;br /&gt;
** '''Meds:'''&lt;br /&gt;
*** Amphetamines gained '''Agi+2'''.&lt;br /&gt;
*** Cannabis now grants '''Strength-10%''' instead of -20%, and also gains '''Agi-1'''.&lt;br /&gt;
*** Cigarette loses its Inaccuracy effect, replaced by '''Agi+1''' and '''FT-1''' and the effect duration is now '''1d6+2 turns''' instead of 2d6 turns. (Cigarettes now make you MORE accurate - everything negative is in nicotine withdrawal now.)&lt;br /&gt;
*** Codeine loses its Strength-10% effect, replaced by '''Agi-1'''.&lt;br /&gt;
*** Desoxyn gained '''Agi+2'''.&lt;br /&gt;
*** Diazepam now grants '''FT-2''' instead of FT-1, loses its Pain Sensitivity+10% effect, replaced by '''Agi-2'''.&lt;br /&gt;
*** Epinephrine now grants '''Agi+3'''.&lt;br /&gt;
*** Heroin loses its Inaccuracy effect, replaced by '''Agi-1'''.&lt;br /&gt;
*** Morphine now grants '''Strength-20%''' instead of -30%, and also gains '''Agi-2''' and '''Pain Sensitivity -20%'''.&lt;br /&gt;
*** Oxycodone loses its Nausea effect, replaced by '''Agi-1'''.&lt;br /&gt;
*** PCP loses its Strength-10% and Inaccuracy effects, replaced by '''Rage''' and '''Pain Sensitivity -15%'''.&lt;br /&gt;
&lt;br /&gt;
* Certain [[Addictions|withdrawal symptoms]] now have Agility modifiers:&lt;br /&gt;
** Benzo withdrawal now has '''Agility -2''' as one of its potential symptoms.&lt;br /&gt;
** Amphetamine withdrawal no longer has FT+2 as a symptom, now replaced by '''Agility -2'''.&lt;br /&gt;
** Sick Hakutaku Syndrome now has '''Agility -1''' as one of its potential symptoms&lt;br /&gt;
&lt;br /&gt;
* [[Augmentations]] changes:&lt;br /&gt;
** Existing augs modified: Ninja Speed lv1 and lv2 now respectively offer Agility +1 and +2. PP costs and values do not change.&lt;br /&gt;
** New augs: Ninja Speed lv3 and Ninja Speed lv4, respectively offering Agility +3 and +4.&lt;br /&gt;
&lt;br /&gt;
* [[Inebriation]]: Being '''drunk''' (40-69%) now causes an additional '''Agility-1''' effect. Being '''blurred''' (70-99%) now causes an additional '''Agility-2''' effect. Drink responsibly! (Or not.)&lt;br /&gt;
* New [[Mushrooms]]: Velocitas - Mushroom of Speed (Agility +1) and Extra Velocitas - Mushroom of Extra Speed (Agility +2). Both mushrooms' effects last 10 turns.&lt;br /&gt;
&lt;br /&gt;
Other changes:&lt;br /&gt;
* Effect of the cola drink now lasts 6 turns instead of 3.&lt;br /&gt;
* Cover roll remains at FT 6, but Escape rolls are now FT 5 instead of FT 6, in order to make fleeing easier.&lt;br /&gt;
* [[Addictions]]: Benzo addiction rate increased from 25% to 30%. Amphetamine addiction rate increased from 25% to 30%. Cocaine addiction rate increased from 20% to 25%.&lt;br /&gt;
&lt;br /&gt;
=== November 25th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 6 - The .22 Long Rifle mini-update'''&lt;br /&gt;
&lt;br /&gt;
* [[Weapon|Weapons]]: Ten new [[.22 Long Rifle]] weapons and one new [[.32 ACP]] pistol. Many of these weapons introduce .22 LR for the first time in weapon categories that didn't have any stock weapons in that caliber before. From now on, at the exception of shotgun, all firearm weapon skills have at least one .22 LR weapon for cheap training purposes.&lt;br /&gt;
&lt;br /&gt;
'''Class 1 additions:'''&lt;br /&gt;
* '''Anschütz 1416D HB Luxus''', .22 LR precision rifle, with integrated 6x optic and bipod&lt;br /&gt;
* '''Anschütz MSR RX22''', .22 LR conventional rifle, made to look like a modern fighting rifle (specifically, the SCAR-L), complete with threaded barrel and accessory rails (and, amusingly enough, UGL compatibility!!)&lt;br /&gt;
* '''Armi Jager AK-22''', .22 LR combat rifle, which is a select-fire AK lookalike.&lt;br /&gt;
* '''IZHMASH SV-99''', .22 LR precision rifle, with integrated 4x optic, bipod, and silencer&lt;br /&gt;
* '''Lakeside Machine Vindicator BF1''', .22 LR belt-fed machine gun&lt;br /&gt;
* '''PWS T3 Summit''' conventional rifle, .22 LR bolt-action conventional rifle with threaded barrel and NATO optic rail, capable of accepting Ruger 10/22 magazines&lt;br /&gt;
* '''Savage Arms Mark II FV-SR''' conventional rifle, .22 LR bolt-action conventional rifle with threaded barrel and NATO-S optic rail&lt;br /&gt;
&lt;br /&gt;
'''Class 3 additions:'''&lt;br /&gt;
* '''High Standard HDM''', .22 LR pistol with integrated silencer&lt;br /&gt;
* '''Llama Ruby Plus Ultra''', .32 ACP pistol with peculiar 22-round magazine&lt;br /&gt;
* '''Trejo Modelo 1''', .22 LR auto pistol&lt;br /&gt;
* '''Walther SP22 M2''', .22 LR pistol with NATO-S optic rail and light mount&lt;br /&gt;
&lt;br /&gt;
'''New Customs services'''&lt;br /&gt;
* Full auto conversion, Anschütz MSR RX22 -&amp;gt; RX22 FA (Combat rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* Full auto conversion, Llama Ruby Plus Ultra -&amp;gt; Ruby Plus Ultra FA (Auto pistol, Semi/Full, '''AutoROF 6''')&lt;br /&gt;
&lt;br /&gt;
=== November 8th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 5'''&lt;br /&gt;
&lt;br /&gt;
* Equine-people (horse, pony) have been added as a new Halfling variant.&lt;br /&gt;
* [[Inebriation]]: Being drunk now progressively decreases Pain sensitivity (-10%, then -20%) to counter the decreased accuracy effects.&lt;br /&gt;
&lt;br /&gt;
=== October 26th 2015 ===&lt;br /&gt;
'''OP3 features part 4: The Reputation system (Basic version)'''&lt;br /&gt;
&lt;br /&gt;
==== The Reputation system (basic version) ====&lt;br /&gt;
&lt;br /&gt;
Formal introduction of a formerly implied system of [[Factions]], and introduction of two brand new statistics, which compose the Reputation system:&lt;br /&gt;
* [[Faction Reputation]], which tracks the Contestant's record with each one of the six major Factions of the Mazes: the Military, the Youkai Activists, the Law Enforcers, the Outlaws, the Angelics and the Demonics.&lt;br /&gt;
* [[Renown]], which tracks the Contestant's overall fame; how easily recognizable and famous he/she is.&lt;br /&gt;
&lt;br /&gt;
The Reputation system is introduced in a so-called &amp;quot;basic&amp;quot; version because the feature is not considered complete, despite being technically functional.&lt;br /&gt;
&lt;br /&gt;
Faction Reputation becomes an important meter to gauge how respected or shunned the Contestant is by these Factions, and Faction Rep is influenced by the Contestant's actions. Currently, the list of actions that can influence Faction Rep and the subsequent effects are limited:&lt;br /&gt;
&lt;br /&gt;
'''Influencing Faction Rep (basic)'''&lt;br /&gt;
* Contributing to the victory or the defeat of Faction members in a fight&lt;br /&gt;
* Killing Faction members&lt;br /&gt;
* Attacking a town controlled by a Faction (a town is considered attacked if one of its inhabitants is killed)&lt;br /&gt;
&lt;br /&gt;
* (Law Enforcement) Increasing the [[Police Attention]] level (a renamed Wanted Level)&lt;br /&gt;
* (Angelics, Demonics) Finding the first [[Cardinal Amulet]]&lt;br /&gt;
* (Angelics, Demonics) Donations to the [[Shrine|Shrine or Dark Sanctum]]&lt;br /&gt;
&lt;br /&gt;
'''Effects of Reputation'''&lt;br /&gt;
* Being in the good graces of a Faction brings many advantages; shops and services in towns that Faction controls will start offering discounts, and certain Factions will offer bonuses or favors in relation to that Faction's trade (e.g. high Angelic rep can grant boosts to prayers at a [[Shrine|Shrine]].)&lt;br /&gt;
* Conversely, being disliked by a Faction will mean members and towns of that Faction grow increasingly hostile to the Contestant's presence. A sufficiently low Faction Rep can lock the Contestant out of Faction-specific missions and sidequests, losing access to towns they control, and even start attacking him/her on sight.&lt;br /&gt;
* Factions are in conflict with each other ; Military vs Youkai, Law enforcers vs Outlaws, Angelics vs Demonics. Oftentimes, what's good for a Faction will mean bad news for the other ; the right choices must be made.&lt;br /&gt;
** The higher the Reputation with one Faction, the harder it will be for the corresponding rival Faction to consider the Contestant trustworthy ; being well-liked by the Military may mean that the Contestant's efforts to be in the Youkai's good graces will be less effective.&lt;br /&gt;
** Conversely, having sufficiently low Reputation with one Faction means that they will trust the Contestant less and less; which in turn, divides the effectivenss of positive actions towards that Faction - to atone for one's mistakes, one must often work harder and pay more than what was lost in the first place.&lt;br /&gt;
** Reaching maximum Reputation (+1000 Rep) with a Faction grants the '''Legendary''' status, which also boosts Renown (see below), and grants undying trust and affection for the Contestant. As a Legendary figure, any negative actions committed towards that Faction have a chance to be entirely ignored. Towns controlled by a Faction that considers the Contestant a Legend may start erecting statues in his/her honor.&lt;br /&gt;
** Conversely, reaching a sufficiently extremely low Reputation (-900 Rep) grants the '''Unforgivable''' status, which cancels out the effects of any positive actions towards that Faction completely ; they consider the Contestant to be exempt of all redemption ; an enemy to be destroyed at all costs. Reaching minimum Reputation (-1000 Rep) grants the '''Demonized''' status, where the Contestant becomes so infamous, all members of the Faction treat the Contestant as their literal devil, or the personal incarnation of every single of their problems. Towns controlled by a Faction that demonizes the Contestant will start plastering WANTED posters, offering a fat reward for the Contestant dead or alive, but preferably dead.&lt;br /&gt;
&lt;br /&gt;
In the future, the Mission Overhaul update will bring the &amp;quot;Full&amp;quot; version of the Reputation system ; Faction Rep and Renown are meant to play a primary role with mission and sidequest finding. Faction Rep is most notably going to be the requirement to trigger the faction-specific mission sets ; the Mishap 4th and the DeadEyes arcs.&lt;br /&gt;
&lt;br /&gt;
'''Renown''' currently has little purpose in the Basic version other than flavor ; inhabitants of the Mazes will react to the Contestant in accordance with his/her current Renown level. Renown will not be meant to play a major role in the future, other than to unlock certain sidequests, nor will it have many special positive or negative effects.&lt;br /&gt;
&lt;br /&gt;
==== Other changes ====&lt;br /&gt;
&lt;br /&gt;
On request from one of our weapons advisors, new [[Weapon|weapons]].&lt;br /&gt;
&lt;br /&gt;
* '''Alexander Arms Ulfberht''', a semi-automatic [[.338 Lapua Magnum]] precision rifle and one of the very rare few weapons rated at DV+6.&lt;br /&gt;
** 10- and 20-round magazines exist for this weapon.&lt;br /&gt;
** A new [[Customs:Minor|Customs Minor]] service is introduced, which allows turning the Ulfberht into a select-fire rifle (Semi/Full).&lt;br /&gt;
&lt;br /&gt;
* The so-called &amp;quot;Baby Glocks&amp;quot; ; a collection of 6 subcompact Glock pistols, all of which are Class 3, Weight 2, DV+3 RV+4 weapons with no accessory mounts and generous magazine capacities for weapons of their class.&lt;br /&gt;
** Respectively: '''Glock 26, 27, 28, 29, 30, 33''' in respective calibers: [[9x19mm Parabellum]], [[.40 S＆W]], [[.380 ACP]], [[10mm Auto]], [[.45 ACP]] and [[.357 SIG]].&lt;br /&gt;
** Each weapon brings new magazines in the Glock magazines for each of their respective calibers, e.g. the Glock 26 comes with a Glock 9mm 10-round magazine.&lt;br /&gt;
** Magazines designed to fit in a subcompact Glock '''are not''' compatible with full size Glock pistols or Custom Glock-SF/LF pistols, as they are too short to fit.&lt;br /&gt;
** Conversely, magazines designed to fit in a full size Glock '''will work in a subcompact''', however they impart a '''weight tier +1 malus''' when equipped to a subcompact.&lt;br /&gt;
*** Example: A Glock 26 equipped with a Glock 9mm 17-rd magazine designed for a Glock 17, will make the G26 become a Weight 3 weapon instead of a Weight 2.)&lt;br /&gt;
&lt;br /&gt;
New rules for certain [[Weapon accessory|weapon accessories]].&lt;br /&gt;
* Underbarrel grenade launchers, underbarrel shotguns, and Weight 3 drum/pan mags/C-MAGs now '''impart a weight tier +1 malus''' to their equipped weapon, in order to balance out the substantial advantages that they provide.&lt;br /&gt;
&lt;br /&gt;
New magazines for existing weapons.&lt;br /&gt;
* FN SCAR-H: New 10-round and 30-round magazines.&lt;br /&gt;
* IMI UZI: New 20-round and 40-round box magazines, and a new 72-round drum.&lt;br /&gt;
&lt;br /&gt;
Other changes.&lt;br /&gt;
* '''Wanted Level''' is now known as [[Police Attention]]. Criteria to attract Police Attention have been simplified and streamlined.&lt;br /&gt;
&lt;br /&gt;
=== October 21st 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 4'''&lt;br /&gt;
&lt;br /&gt;
Some more new [[Maze Customs]] changes:&lt;br /&gt;
* The '''Glock-SF''' family now has new rechambering options: .32 ACP and .380 ACP.&lt;br /&gt;
** The custom Glock .380 magazines that come with the .380 ACP option '''are compatible with Glock 25 pistols''', however the original G25 15-round magazines '''will not fit in custom .380 ACP Glock-SF pistols''', as they are too short to fit inside (Glock 25s are compacts, Glock-SFs are full size).&lt;br /&gt;
&lt;br /&gt;
=== October 17th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 3'''&lt;br /&gt;
&lt;br /&gt;
[[Gameplay mechanics#Other useful ways to use 2d6s|Gameplay mechanics]]:&lt;br /&gt;
* The cover, escape and stealth escape rolls have been better reworded, and their names properly defined.&lt;br /&gt;
&lt;br /&gt;
[[Bionic augmentations|Bionics]]:&lt;br /&gt;
* Several implants have had their effects reworded for clarity.&lt;br /&gt;
* Ninja Speed lv3 has been removed. The numbering system of implants has been changed to a letter-number system, where each letter corresponds to one of the Bases, and each number to one of the Augs for that base.&lt;br /&gt;
&lt;br /&gt;
[[Weapon|Weapons]]: Four new weapons and one new magazine have been implemented.&lt;br /&gt;
* '''JianShe CS/LR3''', a [[5.8x42mm]] bolt-action precision rifle, along with its proprietary 10-round magazine.&lt;br /&gt;
* '''McMillan ALIAS CS5-T''', a [[7.62x51mm NATO]] bolt-action precision rifle with three major characteristics: it is Class 2, feeds from AR-10 mags, and possesses an integral silencer.&lt;br /&gt;
* '''CMMG Mk47-T Mutant''' and '''CMMG Mk47-K Mutant''', respectively Class 1 and Class 2, are two rifles derived from the same basic system: a semi-automatic [[7.62x39mm]] conventional rifle with AR-15-like ergonomics, yet it has the ability to use AK-47 magazines.&lt;br /&gt;
** A new [[Customs:Minor|Customs Minor]] service has also been introduced to offer the Mk47 Mutant rifles a conversion to select-fire.&lt;br /&gt;
&lt;br /&gt;
[[Maze Customs]]:&lt;br /&gt;
* The L-Frame Customs family has been completely phased out. It was replaced by the '''Redhawk''' family, with similar customization offerings. The Rechambering lineup is the only aspect that differs from the L-Frame family, in that it offers more options than its predecessors.&lt;br /&gt;
&lt;br /&gt;
Other minor changes:&lt;br /&gt;
* The '''WPN-SWLF''' supply crate is removed, replaced by the '''WPN-RHWK''' crate. It contains the following: ''Ruger Super Redhawk + 3x .454 Casull/.45 Colt 6-round speedloader + 50x .454 Casull FMJ''&lt;br /&gt;
&lt;br /&gt;
=== October 6th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 2'''&lt;br /&gt;
&lt;br /&gt;
* The firearm rarity values have been modified to put less weight on Rarity 1 firearms, and thus improve the chances of finding a higher-quality item.&lt;br /&gt;
** '''Old values:''' Rarity 6: 0.45% / Rarity 5: 2.45% / Rarity 4: 5.65% / Rarity 3: 9.50% / Rarity 2: 22.45% / Rarity 1: 59.50%&lt;br /&gt;
** '''New values:''' Rarity 6: 0.50% / Rarity 5: 2.50% / Rarity 4: 6.00% / Rarity 3: 10.00% / Rarity 2: 33.00% / Rarity 1: 48.00%&lt;br /&gt;
&lt;br /&gt;
=== September 22nd 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 1'''&lt;br /&gt;
&lt;br /&gt;
* The CZ 75 9mm models no longer come with a 15-round magazine; it is instead replaced with a more modern 16-round magazine.&lt;br /&gt;
* All weapon event lines now display rarity level.&lt;br /&gt;
* The [[IRC Bots|bot command]] '''@wpnc5''' no longer exists ; separate commands have been made for all melee weapon classes instead: '''@wpnC5L''', '''@wpnC5S''' and '''@wpnCHG'''.&lt;br /&gt;
&lt;br /&gt;
=== September 14th 2015 ===&lt;br /&gt;
'''OP3 features part 3: The Big One ; New Roomgen update'''&lt;br /&gt;
&lt;br /&gt;
The biggest part of the OP3 features is now ready for preliminary testing!&lt;br /&gt;
&lt;br /&gt;
==== The new room generation system ====&lt;br /&gt;
&lt;br /&gt;
After many months of work in the making, the '''new random room generation system''' is now ready for testing. There are two major components to this update, which relate to the way the Mazes now function: a new ''' civilized area / town system''', and a redesigned random room generation system for what is now known as the '''Uncivilized Area''', also referred to as '''the UA''' or simply '''the Mazes'''.&lt;br /&gt;
&lt;br /&gt;
===== Civilized areas =====&lt;br /&gt;
&lt;br /&gt;
'''Civilized areas, or towns''', are hubs with a fixed layout and a semi-random selection of features. They are protected settlements, usually either Neutral or under the influence of a faction. All towns possess an entrance point, a generator, a hospital, between 1 and 5 residential areas, a social square with many shops and facilities, and they may also have either extra shops or a mall, as well as a specific facility which defines the reason the town exists (a military base, a factory, a laboratory, an office facility, etc.)&lt;br /&gt;
&lt;br /&gt;
Towns are an '''incomplete''' feature ; the relation between a town's faction and the Contestant is meant to be explored in a future update (the Reputation system).&lt;br /&gt;
&lt;br /&gt;
Towns are meant to be randomly generated for the most part ; random name, faction, facilities and inhabitants may all be randomly generated. There are a few exceptions - certain towns are '''fixed''' in nature and are meant to have special, recurring facilities. For example, this is the case of the town in which the [[Startgame]] is now initiated; this town is called '''Arnett''', and it is the home of a special facility: a biotech laboratory, where the Contestant now wakes up.&lt;br /&gt;
&lt;br /&gt;
===== The Uncivilized Area (UA) =====&lt;br /&gt;
&lt;br /&gt;
MazeWorld's bread and butter, procedurally generated environments and events, still exists in the form of the '''Uncivilized Area''' (UA, or just The Mazes).&lt;br /&gt;
&lt;br /&gt;
The main activity of the game will be to go from town to town ; leaving the initial town of Arnett to search for other towns. Between each town is the Uncivilized Area ; the classic MazeWorld experience with its random rooms, events, and encounters.&lt;br /&gt;
&lt;br /&gt;
As before, a system of roomstyles and random events still exists, but with major changes:&lt;br /&gt;
* A random amount of events per room is generated, instead of just one in the old system.&lt;br /&gt;
* Each door may lead to a different roomstyle or to special areas, which are announced in advance, in order to give the player the ability a more meaningful choice.&lt;br /&gt;
* The next town is not the only destination ; '''independent shops''' that have settled in the UA to service travelers, and new, '''explorable areas''', filled with dangers but also potentially valuable loot. There is also a small chance that the trip leads to a dead end ; an abandoned city, ruins, or an otherwise dead zone which will prompt the Contestant to keep traveling - meaning that no two trips in the UA are the same, and that there is always a sense of risk associated to long periods outside of a town.&lt;br /&gt;
* The player may now indirectly choose a Traveling Style: '''Safe''', '''Fast''' or '''Deep''' route, all of which affect their trip in the UA.&lt;br /&gt;
** Three major factors are at play when traveling in the UA: Speed (the distance remaining until the next destination), Danger (the chance to find encounters on the way), and Explorables (the chance to find explorable areas on the way).&lt;br /&gt;
*** '''Fast route''' increases Speed, at the cost of increased Danger and decreased Explorables. Recommended when the priority is reaching the next destination as fast as possible.&lt;br /&gt;
*** '''Safe route''' decreases Danger, but decreases Speed and sharply decreases Explorables. Recommended when trying to stay away from fights, as long as supplies allow a potentially longer trips.&lt;br /&gt;
*** '''Deep route''' sharply decreases Speed, and sharply increases Danger and Explorables. Recommended when looking for a fight and loot, as long as the equipment is suited for a danger-filled, lengthy trip.&lt;br /&gt;
&lt;br /&gt;
The [[Cardinal Amulets]] are now only findable in the UA, with a very small chance to be randomly generated as an event each room.&lt;br /&gt;
&lt;br /&gt;
===== Objectives of this testing period =====&lt;br /&gt;
* Randomly generated towns and the UA are ready to be tested, but at the exception of Arnett, no special, fixed towns will be found while testing the various aspects of this feature. This is because fixed towns only have any real meaningful existence with the Reputation system (coming soon).&lt;br /&gt;
** The routine for this testing period will be Arnett -&amp;gt; UA -&amp;gt; Random town 1 -&amp;gt; UA -&amp;gt; Random town 2. Trips in the UA will include at least one explorable, one independent shop, and one dead end. All three traveling styles (Fast, Safe and Deep) are to be tried out as well.&lt;br /&gt;
* As stated in the &amp;quot;Upcoming&amp;quot; section above, missions are now completely disabled, pending an overhaul.&lt;br /&gt;
&lt;br /&gt;
===== Other changes =====&lt;br /&gt;
Changes in the structure of the Maze Military and Police.&lt;br /&gt;
&lt;br /&gt;
'''Military'''&lt;br /&gt;
* Three new RF Companies (from 9 to 12) and one new DF Company (from 5 to 6), for a total of 900 extra men.&lt;br /&gt;
&lt;br /&gt;
'''Police'''&lt;br /&gt;
* Introduction of a new character position, the Maze Sheriff. Equivalent in rank to the Colonel in the military, the Sheriff's role is to serve as the chief of all police in the entirety of the Mazes. &lt;br /&gt;
** The Sheriff, just like the Colonel, is an unique character ; Sheriff [[Len Hargrave]]. For now, he is only referenced, there are no planned ways to meet or find him yet.&lt;br /&gt;
* New police role, the Call Operator. No different from standard Maze Guards regarding standard equipment and appearance, their role is to monitor and take [[Telephone network|emergency calls]], directing patrol and SRT teams to the location as necessary. They are found in police stations.&lt;br /&gt;
&lt;br /&gt;
* New future special facility: the '''Police Headquarters'''. It will be featured in the future as the special facility of a fixed town. The Police HQ is the law enforcer equivalent of the Main Barracks: it is the residence of the Maze Sheriff. Similarly to Colonel Wight's own '''Elite forces''' (the Battalion), the Sheriff leads his own special unit, the '''Emergency Support Group (ESG)''', a group of 8 SRT teams specially trained for crisis and extreme law enforcement situations.&lt;br /&gt;
** Currently, it is impossible to trigger the apperance of the Sheriff or the ESG units or to find the Police HQ ; they will be formally introduced in the future.&lt;br /&gt;
&lt;br /&gt;
'''Both'''&lt;br /&gt;
* New [[Key Item]], the [[Tactical Radio]]. It is an attachment for the mobile phone and allows squads and groups to communicate with each other (provided they all have a tactical radio as well). Communication with their superiors on base ensured by using the phone and tac-radio to call the '''radio operator''', a new role within a Barracks. The radio operator's job is to allow communication between squads and their barracks. &lt;br /&gt;
** Both military and police receive a tactical radio as part of their default equipment.&lt;br /&gt;
** Tactical radios do not require separate power or batteries, running as an extension to the mobile phone. Multiple tac-radios can communicate with each other from a certain distance without drain on battery power ; phone battery is only drained when calling and communicating with a central.&lt;br /&gt;
** Tactical radios can be found for sale in a [[Workshop]].&lt;br /&gt;
** While Contestants can purchase and equip a tactical radio, they currently serve no specific purpose ; in the future they will be an integral part of the equipment through the Mishap 4th missions, and may be used at will to call for reinforcements (provided the Contestant's rank allows it).&lt;br /&gt;
&lt;br /&gt;
=== September 12th 2015 ===&lt;br /&gt;
'''OP3 features part 2: The weapon rarity system'''&lt;br /&gt;
&lt;br /&gt;
==== Weapon rarity ====&lt;br /&gt;
Weapons are now generated using a new rarity system, which regulates rarity according to shop value (which itself is a representation of how 'good' the weapon is).&lt;br /&gt;
&lt;br /&gt;
Firearms and melee weapons are graded on two separate rarity scales:&lt;br /&gt;
&lt;br /&gt;
Firearms:&lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 59.5%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 22.45%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 9.5%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 5.65%&lt;br /&gt;
* Rarity 5: &amp;lt;span style=&amp;quot;color: #CC0000&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; - Chance to generate: 2.45%&lt;br /&gt;
* Rarity 6: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Extraordinary&amp;lt;/span&amp;gt; - Chance to generate: 0.45%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.&lt;br /&gt;
&lt;br /&gt;
Melee weapons: &lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 55%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 26.5%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 12.5%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 6%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons. &lt;br /&gt;
&lt;br /&gt;
New MazeBot commands have been created (for GM use only):&lt;br /&gt;
* '''@rarity-gun''' ; Generates a random combination of weapon Class (C1-C4) and Rarity (R1-R6). &lt;br /&gt;
* '''@rarity-melee''' ; Generates a random combination of weapon Class (C5L, C5S, Handgear) and Rarity (R1-R4).&lt;br /&gt;
&lt;br /&gt;
Related changes:&lt;br /&gt;
* Black Markets now exist again, as weapon shops specialized in '''weapons of Rarity 4 and above''' only... with a caveat: they are overpriced. All ammunition and accessories are priced at 200% of their value. Rarity 4 weapons are sold at 200% value, Rarity 5 at 250%, and Rarity 6 at 300%. In a pinch and with a lot of disposable cash, these shops may come in useful...&lt;br /&gt;
&lt;br /&gt;
The criteria given by the commands are entered in the GM's weapon database, and a random weapon, if any exists, is selected then specced among the possibilities. If the combination of weapon class and rarity returns no results, then a random weapon from that class (with no regard for rarity) is generated instead.&lt;br /&gt;
&lt;br /&gt;
=== August 28th 2015 ===&lt;br /&gt;
'''OP3 features part 1: The &amp;quot;Wildey's Here!&amp;quot; update: The OP3 weapons pack'''&lt;br /&gt;
&lt;br /&gt;
It's almost a tradition by now: here's '''even more [[Weapon|weapons]] for your ballistic pleasure'''. '''23''' new stock firearms, '''2''' new calibers, '''one''' new underbarrel shotgun, '''2''' new specs docs-only weapons, '''associated new [[weapon accessory|accessories]]''', and '''more'''.&lt;br /&gt;
&lt;br /&gt;
New calibers:&lt;br /&gt;
* '''.44 Special''', the older and shorter variant of [[.44 Magnum]]. Compatible in all .44 Magnum revolvers + the Marlin Model 1894 lever-action rifle.&lt;br /&gt;
* '''.475 Wildey Magnum''', a high-powered, rimless magnum cartridge. ''Wildey's Here'' at last!&lt;br /&gt;
&lt;br /&gt;
New stock firearms:&lt;br /&gt;
* '''Beretta Stampede Marshal''', Class 3 revolver, [[.45 Colt]]&lt;br /&gt;
* '''CETME Ameli''', Class 1 machine gun, [[5.56x45mm NATO]]&lt;br /&gt;
* '''Charter Arms Bulldog''', Class 3 revolver, [[.44 Special]]&lt;br /&gt;
* '''Colt Cobra''', Class 3 revolver, [[.38 Special]]&lt;br /&gt;
* '''DSA SA58 FAL SPR''', Class 1 precision rifle, [[7.62x51mm NATO]]&lt;br /&gt;
* '''FN Herstal M240B''', Class 1 machine gun, [[7.62x51mm NATO]]&lt;br /&gt;
* '''IZHMEKH MP-412 REX''', Class 3 revolver, [[.357 Magnum]]&lt;br /&gt;
* '''KAC Stoner 99 LMG''', Class 1 machine gun, [[5.56x45mm NATO]]&lt;br /&gt;
* '''Kel-Tec RFB''', Class 1 conventional rifle, [[7.62x51mm NATO]]&lt;br /&gt;
* '''MasterPiece Arms MPA57SST''', Class 3 pistol, [[5.7x28mm]]&lt;br /&gt;
* '''Norinco QBZ-03''', Class 1 combat rifle, [[5.8x42mm]]&lt;br /&gt;
* '''Rheinmetall MG3''', Class 1 machine gun, [[7.62x51mm NATO]]&lt;br /&gt;
* '''Ruger LCR CT''', Class 3 revolver, [[.357 Magnum]] with integrated laser sight&lt;br /&gt;
* '''Smith &amp;amp; Wesson Model 24''', Class 3 revolver, [[.44 Special]]&lt;br /&gt;
* '''Smith &amp;amp; Wesson Model 296 Airlite''', Class 3 revolver, [[.44 Special]]&lt;br /&gt;
* '''Smith &amp;amp; Wesson Model 625-6''', Class 3 revolver, [[.45 Colt]]&lt;br /&gt;
* '''Steyr AUG HBAR''', Class 1 machine gun, [[5.56x45mm NATO]]&lt;br /&gt;
* '''Taurus Model 431''', Class 3 revolver, [[.44 Special]]&lt;br /&gt;
* '''Taurus Model 444 Ultra-Lite''', Class 3 revolver, [[.44 Magnum]]&lt;br /&gt;
* '''Taurus Model 450T''', Class 3 revolver, [[.45 Colt]]&lt;br /&gt;
* '''Valmet KvKK 62''', Class 1 machine gun, [[7.62x39mm]]&lt;br /&gt;
* '''Wildey Hunter''', Class 3 pistol, [[.475 Wildey Magnum]]&lt;br /&gt;
* '''ZiD PKM''', Class 1 machine gun, [[7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
New specs-docs only weapons + their associated documents:&lt;br /&gt;
* '''DP-12''' (affectionately called the ''Super Shotgun''), Class 2 shotgun, [[12 gauge]]&lt;br /&gt;
** Specs docs required: '''#DP008:''' Prototype hybrid double barrel/pump-action shotgun blueprints&lt;br /&gt;
** Has the particularity of being the first pump-action double barreled shotgun, and as such, will benefit from unique rules regarding shooting and reloading.&lt;br /&gt;
* '''LMG11''', Class 1 light machine gun, [[4.73x33mm Caseless]]&lt;br /&gt;
** Specs docs required: '''#ON504:''' Prototype caseless light machine gun blueprints + '''#KM991:''' Technical guides for conversion of G11 action into other weapon systems&lt;br /&gt;
** The LMG11 has a 300-round capacity, fed from a special ammunition cassette which essentially acts as a very large capacity magazine.&lt;br /&gt;
&lt;br /&gt;
New magazines and accessories:&lt;br /&gt;
* '''C-More M26 MASS''', magazine-fed underbarrel shotgun, [[12 gauge]]. The M26 MASS comes standard with a 5-round magazine, and is capable of +1.&lt;br /&gt;
* '''200-round PK belt''', suitable for use in the PKM and PKP Pecheneg&lt;br /&gt;
* '''FN FAL 10-round magazine''', suitable for all firearms using FAL mags, and standard on the SA58 FAL SPR.&lt;br /&gt;
* The M26 MASS's '''5-round magazine''' and an extended '''10-round magazine'''.&lt;br /&gt;
* New speedloader: '''.44 Magnum/Special 5-round'''.&lt;br /&gt;
&lt;br /&gt;
New Customs services&lt;br /&gt;
* .44 Special being naturally compatible with all .44 Magnum revolvers, it is now explicitly listed as compatible in all .44 Magnum cylinders of custom Blackhawk and L-Frame revolvers.&lt;br /&gt;
* New minor services: H&amp;amp;K CAWS to '''CAWS Modernized''', H&amp;amp;K G11K2 to '''G11K2 Modernized''', LMG11 to '''LMG11 Modernized''', and LWMMG to '''LWMMG Enhanced'''.&lt;br /&gt;
** The CAWS Modernized will add a NATO-S optic rail, 2 large Light mounts, a front mount compatible with bipod, foregrip and M203PI, and a threaded barrel.&lt;br /&gt;
** The G11K2 Modernized and LMG11 Modernized both add the same modifications: NATO-S optic rail, 2 large Light mounts, and a front mount compatible with bipod, foregrip and M203PI.&lt;br /&gt;
** The LWMMG Enhanced simply allows the weapon to fire [[.338 Lapua Magnum]], for greater damage but increased recoil. Everything else about the weapon remains unchanged ; even the ammo belts required are the same!&lt;br /&gt;
&lt;br /&gt;
Related changes:&lt;br /&gt;
* The pre-existing &amp;quot;.44 Magnum 6-round speedloader&amp;quot; will be renamed '''.44 Magnum/Special 6-round speedloader'''.&lt;br /&gt;
* The M203A1 was scrapped, and the M203 is now compatible with all AR-15s in Rifle or Carbine configuration.&lt;br /&gt;
&lt;br /&gt;
= Older =&lt;br /&gt;
''See [[Guide:Changelog Archive|the Changelog Archive]].''&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2016-04-03T22:03:59Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Week 18, 2016 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''Check this page regularly! Do not forget games you have booked!'' ===&lt;br /&gt;
&lt;br /&gt;
If you wish to reserve a game, head to the [http://webchat.stormbit.net/?channels=mazeworld IRC Channel] and ask to have a spot registered. If you are new to the game or if you don't have any character alive or in stasis at the moment, you will have to register a new [[Contestant]].&lt;br /&gt;
&lt;br /&gt;
In order to register a spot on the schedule, you must give the date and hour at which you will be available, in your time zone - it will then be correlated to the GM's time and, if approved, placed on the schedule.&lt;br /&gt;
&lt;br /&gt;
=== Scheduled games and events ===&lt;br /&gt;
&lt;br /&gt;
* '''Legend:''' Session number, Player name, Contestant name (Visit number, if not 1), date | player time (12h) [zone] / ''GM time (12h) [zone]''&lt;br /&gt;
&lt;br /&gt;
==== Week 16, 2016 ====&lt;br /&gt;
* Monday, March 28th 2016: Canceled&lt;br /&gt;
* Tuesday, March 29th 2016: Open&lt;br /&gt;
* Wednesday, March 30th 2016: Open&lt;br /&gt;
* Thursday, March 31st 2016: Open&lt;br /&gt;
* Friday, April 1st 2016: Open&lt;br /&gt;
* Saturday, April 2nd 2016: Open&lt;br /&gt;
* Sunday, April 3rd 2016: '''Session #169''': Auro, [[Becky]] | 14:00 (2 PM) [Greenwich] / GM 15:00 (3 PM) [Central Europe]&lt;br /&gt;
&lt;br /&gt;
==== Week 17, 2016 ====&lt;br /&gt;
* Monday, April 4th, 2016: Open&lt;br /&gt;
* Tuesday, April 5th 2016: Open&lt;br /&gt;
* Wednesday, April 6th 2016: Open&lt;br /&gt;
* Thursday, April 7th 2016: Open&lt;br /&gt;
* Friday, April 8th 2016: Open&lt;br /&gt;
* Saturday, April 9th 2016: Open&lt;br /&gt;
* Sunday, April 10th 2016: Open&lt;br /&gt;
&lt;br /&gt;
==== Week 18, 2016 ====&lt;br /&gt;
* Monday, April 11th, 2016: Closed&lt;br /&gt;
* Tuesday, April 12th 2016: Closed&lt;br /&gt;
* Wednesday, April 13th 2016: Closed&lt;br /&gt;
* Thursday, April 14th 2016: Closed&lt;br /&gt;
* Friday, April 15th 2016: Closed&lt;br /&gt;
* Saturday, April 16th 2016: Closed&lt;br /&gt;
* Sunday, April 17th 2016: Closed&lt;br /&gt;
&lt;br /&gt;
==== Pending reschedule ====&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Changelog</id>
		<title>Guide:Changelog</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Changelog"/>
				<updated>2016-04-02T17:20:32Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* March 10th 2016 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Latest released Mazeworld update: OP3 part 6 - '''January 3rd 2016'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Opus Perfecta part 3 =&lt;br /&gt;
The third and final part of the Opus Perfecta updates will bring the biggest changes yet to come in MazeWorld! Each feature will be its own update due to the large scale and amount of features planned on the OP3 roadmap.&lt;br /&gt;
&lt;br /&gt;
= Future =&lt;br /&gt;
&lt;br /&gt;
=== Unknown date ===&lt;br /&gt;
&lt;br /&gt;
'''Introduction of Quests as a replacement for Missions'''&lt;br /&gt;
&lt;br /&gt;
* Missions are intended to be overhauled into a Quest system to match the new town and roomgen system.&lt;br /&gt;
** Contract Missions will no longer exist as a separate mission set ; instead, they will be part of the upcoming Sidequests feature, where Contestants may now enter a hiring bureau and request jobs and contracts for cash, equipment, reputation and fame ; which in turn will serve to unlock further sidequests as well as main storyline mission arcs.&lt;br /&gt;
** Other existing mission sets will become Story Arcs ; the Normal Missions will become the Maratuxa Campaign arc (a stand-alone, Neutral aligned arc), the Alternate Missions will become the Youkai Activism arc and the Proxy Missions will become the Mishap 4th arc ; both of which are in what is referred to as &amp;quot;opposed arcs&amp;quot; ; if one is started, the other may no longer be started.&lt;br /&gt;
** In the future, more mission arcs and sidequests may be written.&lt;br /&gt;
&lt;br /&gt;
= Upcoming =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Latest =&lt;br /&gt;
&lt;br /&gt;
=== March 30th 2016 ===&lt;br /&gt;
'''OP3 features part 8: The Fatigue/Stress/Hydration update and the Meds Update part 2'''&lt;br /&gt;
&lt;br /&gt;
Rolled up together into one big update are the introduction of the long-planned and long-awaited new statistics, which increase and deepen the survival aspect of the game, and its associated Meds Updates.&lt;br /&gt;
&lt;br /&gt;
==== The new statistics ====&lt;br /&gt;
* [[Fatigue]]&lt;br /&gt;
* [[Stress]]&lt;br /&gt;
* [[Hydration]]&lt;br /&gt;
&lt;br /&gt;
The new stats '''update the inventory sheet'''. Please send your inventory sheet to Tempest so that it can be updated.&lt;br /&gt;
&lt;br /&gt;
==== The Meds Update part 2 ====&lt;br /&gt;
* Nearly all [[Food]] items and [[Meds]] have been updated to reflect the introduction of the new statistics.&lt;br /&gt;
* Certain [[Mushrooms]] have also been updated.&lt;br /&gt;
* [[Addictions]] have been updated.&lt;br /&gt;
* Many [[Abilities]] have been updated and greatly revamped, particularly [[Resting]].&lt;br /&gt;
* Several new [[Secondary effects]] were introduced.&lt;br /&gt;
&lt;br /&gt;
==== Other changes ====&lt;br /&gt;
* Clarified and expanded the possibilities with [[Restraints]], added list of ways to free a restrained creature.&lt;br /&gt;
* Revamped the [[Room]] page, now displays a list of UA roomstyles and useful room furniture, along with effects, or links to other articles where necessary.&lt;br /&gt;
* The library's book and computer usage fees now have a practical purpose ; that of offering '''books''', which are new items and which have the purpose of relieving [[Stress]].&lt;br /&gt;
* Many types of [[Room#Room furniture|roomstyle furniture]] now find a new practical purpose as well, also as Stress relievers.&lt;br /&gt;
* Strip clubs now also serve a similar practical purpose ; tipping and requesting private shows all allow Stress reduction as well.&lt;br /&gt;
* [[Shrine#Dark sanctum|Dark sanctums]] now offer a session of &amp;quot;demonic relaxation&amp;quot; as a service in exchange for a donation of 750 P$ or more. It also serves to relieve Stress. We'll leave it to your imagination as to what exactly happens in there.&lt;br /&gt;
&lt;br /&gt;
=== March 24th 2016 ===&lt;br /&gt;
'''Informational update'''&lt;br /&gt;
&lt;br /&gt;
* Assault waves revealed to be too much of a hassle on the GM during testing. As such, the feature itself has been scrapped. None of the new content (expanded backup calls, new weapons and items such as mines and MARCs, or the new cover pieces) has been removed, only the assault wave system itself.&lt;br /&gt;
* As a result, the testing session on March 24th has been cut short.&lt;br /&gt;
* A note from the [[Tempest|author]]: &amp;quot;''Assault waves are a good example of feature creep, and they would have deviated too much from the spirit of the game. While I do think that defensive combat still has a place in the Mazes and that ways to implement it should be explored, I also think it should be a matter of circumstances. In my opinion, it can be worked out with just expanded backup calls and the right setpieces. Those expand on an existing system which is simple enough and worked in the past; NPCs calling for more of their fellows into the battle, who then show up after an ETA once the call is made - this is a lot more natural and respects the feels of the game a lot more than a sort of strategy minigame of asset and personnel placement. As such, I absolutely do think that things like mines and tactical shields have their place in the Mazes, but circumstances call for context, and there is no better way to create context than to do it within quests. As such, we will see aspects of defensive combat with the quests update, which means this will not be until an undetermined time in the future. I'm sorry for the mess today, this is not a frequent occurrence for me to determine that a feature needs to be removed after testing.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== March 15th 2016 ===&lt;br /&gt;
'''OP3 features part 7: Expanded backup calls &amp;lt;strike&amp;gt;and assault waves&amp;lt;/strike&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==== Expanded backup calls ====&lt;br /&gt;
Backup calling is a NPC ability - and under certain circumstances, a Contestant ability (as a future quest reward) - which, as the name implies, allows a caller to bring backup to their position, in case a present threat warrants more firepower.&lt;br /&gt;
&lt;br /&gt;
When calling for backup in the UA, the backup will show up on a random Side of the [[Battlespace]] that is not occupied by an enemy. If, somehow, all sides are occupied by enemies when backup is about to arrive, they will appear on the caller's original side.&lt;br /&gt;
&lt;br /&gt;
This ability is now expanded and clarified into multiple tiers, each one with distinct effects.&lt;br /&gt;
&lt;br /&gt;
Three different types of backup calls now exist: '''Low alert''' calls, '''High alert''' calls, and '''gating'''.&lt;br /&gt;
&lt;br /&gt;
===== Low alert =====&lt;br /&gt;
'''Low alert calls''' are for mundane backup calls. They are low-priority; their ETA is long, the backup sent isn't necessarily powerful, however the cooldown period is relatively short and is a handy way to increase firepower.&lt;br /&gt;
&lt;br /&gt;
* [[Maze Soldier|Military]]: &lt;br /&gt;
** Can be performed by any Soldier with a rank of Sergeant or above. Backup size, ETA and cooldown improve if the caller is of a higher rank. Forces sent are of the same type (Regular Forces or Death Faction) as the caller's type.&lt;br /&gt;
** Sergeant calls: 1d2 Soldiers, ETA 2d3+1d2 turns, Cooldown: 12 turns&lt;br /&gt;
** Lieutenant calls: 1d3 Soldiers, ETA 1d3+2 turns, Cooldown: 10 turns&lt;br /&gt;
** Captain/Colonel calls: 1d2+1 Soldiers, ETA 1d3+1 turns, Cooldown: 8 turns&lt;br /&gt;
&lt;br /&gt;
* [[Youkai activist|Youkai]]:&lt;br /&gt;
** Can be performed by virtually any youkai activist.&lt;br /&gt;
** Backup sent: 2 Youkai activists, ETA 1d6+2 turns, Cooldown: 15 turns&lt;br /&gt;
&lt;br /&gt;
* [[Maze Guard|LE/Police]]: &lt;br /&gt;
** Can be performed by virtually any Maze Guard regardless of rank or type.&lt;br /&gt;
** Backup sent: 1d3 Maze Guards, ETA 1d5+1 turns, Cooldown: 10 turns&lt;br /&gt;
&lt;br /&gt;
===== High alert =====&lt;br /&gt;
'''High alert calls''' are when an immediate or powerful threat is in the room. They are high-priority, tend to have a shorter ETA, and sends more and/or better-equipped backup, however with a much longer cooldown period.&lt;br /&gt;
&lt;br /&gt;
* [[Maze Soldier|Military]]: &lt;br /&gt;
** Can only be performed by Soldiers with a rank of Lieutenant or above. Backup size, ETA and cooldown improve if the caller is of a higher rank. Forces sent are of the same type (Regular Forces or Death Faction) as the caller's type.&lt;br /&gt;
** Lieutenant calls: 1 Sergeant + 1d3 Soldiers, ETA 2d3 turns, Cooldown: 24 turns&lt;br /&gt;
** Captain/Colonel calls: 1 Lieutenant + 1 Sergeant + 1d4 Soldiers, ETA 1d3+2 turns, Cooldown: 20 turns&lt;br /&gt;
&lt;br /&gt;
* [[Youkai activist|Youkai]]:&lt;br /&gt;
** Can be performed by virtually any youkai activist.&lt;br /&gt;
** Backup sent: 2d2 Youkai activists, ETA 1d3+1 turns, Cooldown: 30 turns&lt;br /&gt;
&lt;br /&gt;
* [[Maze Guard|LE/Police]]: &lt;br /&gt;
** Can be performed only by Guard Sergeants, Guard Chiefs, the Maze Sheriff, and SRT Guards.&lt;br /&gt;
** Backup sent: 1d3+1 SRT Guards, ETA 1d3+1 turns, Cooldown: 12 turns&lt;br /&gt;
&lt;br /&gt;
===== Gating =====&lt;br /&gt;
'''Gating''' is a sort of backup call that is more of a natural ability. Gating can only be performed by certain species in the Angelic and Demonic factions. The point of gating is to summon nearly instantaneously powerful backup, with the caveat that they will invariably appear on the same Side as the caller and that gating imposes an extremely stiff cooldown period, to make up for the instant power that can be summoned. In addition, only high-ranking and powerful creatures can perform gating, which limits the instances.&lt;br /&gt;
&lt;br /&gt;
Gating performed by Angelic creatures is called ''divine-gating'', while the Demonic counterpart is called ''demon-gating''.&lt;br /&gt;
&lt;br /&gt;
* '''Divine-gating''':&lt;br /&gt;
** Can only be performed by Aurors, Archaurors and [[Shrine maiden|shrine maidens]].&lt;br /&gt;
** Backup sent: 1d3+1 random Angelic creatures (except shrine maidens). ETA: 1 turn. Cooldown: 50 turns.&lt;br /&gt;
&lt;br /&gt;
* '''Demon-gating''':&lt;br /&gt;
** Can only be performed by Great Daemons, Succubi, Incubi, and [[Dark maiden|dark maidens]].&lt;br /&gt;
** Backup sent: 1d3+1 random Demonic creatures (except dark maidens). ETA: 1 turn. Cooldown: 50 turns.&lt;br /&gt;
&lt;br /&gt;
==== Assault Waves ====&lt;br /&gt;
'''Feature scrapped, see March 24th 2016'''&lt;br /&gt;
&lt;br /&gt;
==== New items and assets ====&lt;br /&gt;
&lt;br /&gt;
* New [[Clothing and armor|clothing]], the '''reinforced leather jacket'''.&lt;br /&gt;
* Three new [[Cover]] types: Improved versions of the Guardian, Defender and Colossus Tactical Shields, respectively designated &amp;quot;Super Guardian&amp;quot;, &amp;quot;Super Defender&amp;quot; and &amp;quot;Titan&amp;quot;.&lt;br /&gt;
** The particularity of these three new tactical shields, besides being designated &amp;quot;Improved Tactical Shield&amp;quot; and their increased resiliency, is their new attribute: '''Full protection''', which designates cover types that have the ability to protect a full standing body, therefore protecting from harm even fully Exposed users. These cover types still benefit from the use of firing ports and gaps through which users may still retaliate and open fire, greatly improving their value.&lt;br /&gt;
* New [[Supply crate]] crate series, the '''Mixed Ammunition Resupply Containers''', or '''MARCs'''. The MARC-series crates is comprised of 6 crate types. See the Supply crate article for more details.&lt;br /&gt;
* New [[Weapon|Weapons]] - all of which are [[List of Class 4 Weapons|Class 4]]:&lt;br /&gt;
** '''M18A1 Claymore''' and '''MM-1 Minimore'''; directional mines, which are a new subtype of planted explosives&lt;br /&gt;
** '''TS-50''' and '''PMN-2'''; pressure mines, another new subtype of planted explosives&lt;br /&gt;
** '''SLAM''' and '''SUPER SLAM''', multipurpose mines which can emulate the behavior of either an explosive charge (like C4), a grenade, a time bomb, a directional mine, or a pressure mine. The SUPER SLAM is [[crafting]]-only.&lt;br /&gt;
* New [[List of blueprints|crafting recipe]]:&lt;br /&gt;
** SuperS recipe (Level 3): 1x SLAM + 1x E. circuit + 3x copper wire + either 3x Mini C4 charges or 1x Small C4 charge. Creates 1x SUPER SLAM.&lt;br /&gt;
&lt;br /&gt;
==== Related changes ====&lt;br /&gt;
* Hand grenades and certain planted explosives suffering a critical failure now become duds, which can be repaired by using a Gun Repair Kit. 1 use of a GRK on a dud explosive repairs the weapon, which can then be used again.&lt;br /&gt;
* [[Explosives rules]] now clarify which Class 4 weapons have special rules regarding failure and critical failures.&lt;br /&gt;
* All blueprint event lines now correctly display their new weight (0.01 units)&lt;br /&gt;
&lt;br /&gt;
=== March 10th 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 17: The Town Rep update'''&lt;br /&gt;
&lt;br /&gt;
This updates the inventory sheets with a new section. Please update your [[inventory sheet]] by adding the new &amp;quot;Town Reputation&amp;quot; section to your sheet.&lt;br /&gt;
&lt;br /&gt;
* Towns have a new essential feature: the Town Hall, as well as new encounter roles - subsets of the Maze Citizen as they do not have standard equipment or uniform, but are nevertheless important:&lt;br /&gt;
** The '''Mayor''', leader and supervisor of the town, whose role is to run the town, assign personnel, allocate residents, manage a local police force/security team called TownSec, and represent the town and its affiliations, as well as the laws enforced.&lt;br /&gt;
** Towns may now enforce either Standard Law (the Maze Guard-enforced law described in [[Police Attention|this article]]), Standard Modified (same, but with extra, local ordinances), Independent (does not enforce Standard Law - only local laws and rules, and does not receive protection from the [[Maze Guard|police]]), or no law system at all, meaning it is the same anarchy state as the [[Uncivilized Area]].&lt;br /&gt;
** Alongside the Mayor are several sub-roles relevant to the Town Hall, most important of which is TownSec - they are a force of volunteer, non-uniformed Maze Citizens with a special TownSec badge, and their role is to serve as a local police force and security team. TownSec citizens are now in charge of town entrance defense, patrolling in the social square, doing administrative work at the town hall's TownSec HQ, and responding to emergency calls relevant to their town.&lt;br /&gt;
&lt;br /&gt;
* Additions to the Reputation system: '''Town Reputation'''. Alongside Faction Rep, reputation of the Contestant towards a specific town is now tracked, including Neutral towns.&lt;br /&gt;
** Town Reputation is essentially there to allow towns (non-Faction aligned) some semblance of independent behavior towards the Contestant, particularly Neutral towns. Faction-aligned towns may still deny access based on overall Faction Rep, but specific wrongdoings or good deeds towards a specific town may allow for some wiggle room.&lt;br /&gt;
&lt;br /&gt;
=== March 6th 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 16: The non-combat skills update'''&lt;br /&gt;
&lt;br /&gt;
This updates the inventory sheets with a new section. Please update your [[inventory sheet]] by adding the new &amp;quot;Noncombat skill group&amp;quot; section to your sheet.&lt;br /&gt;
&lt;br /&gt;
[[Weapon accessory]] changes:&lt;br /&gt;
* Muzzle brakes and foregrips get a new '''effect''', replacing the old one: '''After an attack roll, one of the lowest dice score gains 1 point to a maximum of 11. Does not affect critical failures,''' replacing &amp;quot;+2 max shots per turn for weapons not affected by Recoil&amp;quot; in both caseS.&lt;br /&gt;
* The effects of both accessories stack: Two such effects means two of the lowest scores gain 1 point.&lt;br /&gt;
* New bayonets: The '''SA80 bayonet''', a non-blocking knife-bayonet compatible with the Enfield L85A2, and the '''Type 30 sword-bayonet''', a knife-bayonet compatible with both the Type 38 Arisaka and Type 97 Arisaka rifles.&lt;br /&gt;
&lt;br /&gt;
[[Gameplay mechanics]] changes:&lt;br /&gt;
* Introduction of '''seven noncombat skills''' which affect the performance of the Contestant when performing distinct activities: Hunting, Crafting, Mining, Handloading, Barter, Repair, and Lockpicking. Of these noncombat skills, the five are based on already existing activities and features, while two ; Repair and Barter, are completely new. See [[Skills#Noncombat skills|here]] for more details.&lt;br /&gt;
** Hunting is essentially a renamed and improved version of the prior system of butchering skill.&lt;br /&gt;
** Crafting is overhauled - there is now only one crafting kit instead of 3, crafting kits become consumable items which need to be replenished (a crafting kit has up to 20 uses), successfully crafting an item now depends on success chances (the higher the item level, the lower the initial chances). Failure to craft an item merely burns 1 use on the crafting kit and must be re-attempted until success is achieved.&lt;br /&gt;
*** Blueprints are no longer mandatory to craft items, however having one increases the success chances. Blueprint weight is decreased - '''0.1 unit''' per blueprint instead of 1, in order to facilitate carrying them. Lastly, a large amount of blueprints and corresponding crafting recipes have been added, and many existing ones were modified (adjustments to crafting level.&lt;br /&gt;
*** Plenty of new crafting recipes and associated items.&lt;br /&gt;
** Handloading sees no fundamental changes to the way it functions, the skill however affects what load types can be made (only experienced handloaders can do hot loads such as +P/MAG and +P+), as well as how many rounds can be manipulated every turn.&lt;br /&gt;
** Mining also sees little changes, the skill largely governs amount of [[nutrition]] burned per turn spent mining, and chances to extract ore bundles per successful hit.&lt;br /&gt;
** Barter and Repair are new [[Abilities]], described here: [[Bartering]], [[Repairing]].&lt;br /&gt;
** Lockpicking is vastly improved upon - it is now more difficult to pick locks overall, but the skill levels can alleviate the difficulty, and there are new ways to tackle locks; notably, the ability to attempt picking the trap trigger itself (if there is any trap), and attempting to force the lock for a high risk-high reward, faster alternative to picking the lock conventionally.&lt;br /&gt;
&lt;br /&gt;
Other changes:&lt;br /&gt;
* Clarification: All random encounters have at least Basic in the combat skills corresponding to the weapons they were generated with. Only under specific circumstances (named characters, for examples) will different skill levels be assigned. Skill level of NPCs also does not change, again barring certain exceptions.&lt;br /&gt;
* Kappa now naturally have Master skill level in Crafting and Repair.&lt;br /&gt;
* Oni and Kishin now naturally have Master skill level in Mining.&lt;br /&gt;
* Kitsune now naturally have Master skill level in Bartering.&lt;br /&gt;
* All engineers naturally have Expert skill level in Crafting. Workshop ET engineers additionally have Expert level in Repair and Handloading, while Mining ET engineers additionally have Expert level in Mining.&lt;br /&gt;
* All chefs, including Kitsune chefs but excluding bartenders, now naturally have Expert level in Hunting.&lt;br /&gt;
&lt;br /&gt;
=== February 25th 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 15: The Barrel Lengths Update'''&lt;br /&gt;
&lt;br /&gt;
==== Barrel length damage modifier ====&lt;br /&gt;
Introduction of a new feature, '''barrel lengths and damage modifiers tied to barrel length'''.&lt;br /&gt;
&lt;br /&gt;
As most weapons in the game are firearms, not all calibers and not all firearms are created equal. Thus, weapons may have an overall damage multiplier, applying to both [[Pain]] and [[Limb Damage]], depending on the length of their barrel. Every caliber may have one or more ''barrel length groups'', which represent a range of barrel lengths for which the multiplier applies. &lt;br /&gt;
&lt;br /&gt;
Examples, with [[.357 Magnum]] firearms. We are assuming all of the firearms below are loaded with .357 Magnum rounds.&lt;br /&gt;
* A '''Smith &amp;amp; Wesson Model 686''' features a 6 inch (6&amp;quot;) barrel. Thus, it is in the ''Medium handgun'' barrel length group for this caliber, and enjoys the normal 1x damage multiplier.&lt;br /&gt;
* However, a '''Ruger LCT''' has a much shorter 1.875&amp;quot; barrel, thus placing it into the ''Short handgun'' group for this caliber - thus it has a 0.65x damage multiplier.&lt;br /&gt;
* On the other hand, a '''Marlin Model 1894C''', which is a rifle with a 18.5&amp;quot; barrel, will be in the ''Rifle'' group - thus it has a 1.5x damage multiplier.&lt;br /&gt;
&lt;br /&gt;
Different calibers have different barrel length groups. Your particular firearm's barrel damage multiplier depends not only on its barrel length, but also on '''the caliber of the ammunition it is about to fire''' ; not necessarily what it is chambered for. This is important for firearms that can chamber multiple calibers, such as the aforementioned .357 Magnum firearms, for example.&lt;br /&gt;
&lt;br /&gt;
Certain calibers may have only one barrel length group - this is intentional. Sometimes, the difference across the available firearms' barrel lengths is not sufficient to need more than one group.&lt;br /&gt;
&lt;br /&gt;
==== Other changes ====&lt;br /&gt;
* All caliber pages referenced on the [[Ammunition]] article have been updated to display all the barrel length groups.&lt;br /&gt;
* Every firearm event line now displays barrel length in inches, next to the caliber and fire modes.&lt;br /&gt;
&lt;br /&gt;
=== February 17th 2016 ===&lt;br /&gt;
Not really a game update but more of an announcement that the wiki is no longer dark, and invites are no longer required to read it. Wiki invites will still be provided to players as a sort of 'proof of membership'. If you're reaching us from Google or another website, then hello! Please direct yourself to [[MazeWorld]] to get a quick idea of what the game is all about!&lt;br /&gt;
&lt;br /&gt;
And just because I'm nice like that, here's a new [[weapon]]:&lt;br /&gt;
* '''IZHMASH Mosin-Nagant M44''', a [[7.62x54mm R]] bolt-action rifle and shorter cousin to the M1891 and 91/30 PU rifles. Class 1, Weight 22.&lt;br /&gt;
&lt;br /&gt;
=== February 9th 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 14'''&lt;br /&gt;
&lt;br /&gt;
'''''WARNING:''''' This update updates inventory sheets (again!). Active sheets made prior to this update are &amp;quot;broken&amp;quot; and will be updated on your next session.&lt;br /&gt;
&lt;br /&gt;
* Many shops now offer a '''delivery service''', which transfers all of the Contestant's purchases to their bank vault, instead of being given in person, similar to having store credit transferred to the bank account. The service costs 200 P$ for shops located in a [[Towns|town]], and 800 P$ for shops operating in the [[Uncivilized Area]].&lt;br /&gt;
* '''Weapon skills''' have been updated. Firearm skills no longer call for skills based on weapon type, but on '''a new set of skills based on weapon action''', such as bolt-action, pump-action, automatic rifle, semi-automatic pistol, and so on. The full list of new skills, alongside a list of important notes regarding certain weapons and the skills they are covered by, can be seen here: [[Gameplay mechanics#Skill types]]&lt;br /&gt;
** Startgame weapon offerings have been updated to match the new skill types. In addition, as there are now more skills than before, the total amount of points to allocate to starting weapon skills was bumped from 5 to '''10'''.&lt;br /&gt;
&lt;br /&gt;
=== February 7th 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 13 ; The Grenade Spam mini-update'''&lt;br /&gt;
&lt;br /&gt;
'''''WARNING:''''' This update updates inventory sheets. Active sheets made prior to this update are &amp;quot;broken&amp;quot; and will be updated on your next session.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay changes ====&lt;br /&gt;
* Inventory sheets have been modified.&lt;br /&gt;
** Sheets '''no longer feature a Class 4 weapon slot''' ; it is no longer possible to directly equip a Class 4 weapon.&lt;br /&gt;
** Other equipped weapon slots have been modified - the blank inventory sheet now clearly shows how many weapons of each different Class a Contestant can equip at any given time. The sheet now also lists the position of equipped weapons on the Contestant's body. For more info, see the [[Weapon]] page.&lt;br /&gt;
* Items and weapons that are considered &amp;quot;immediately accessible&amp;quot; can now be equipped and used as a free action during combat. This includes Class 4 weapons - from now on, the only limit to how many Class 4 weapons that can be carried depends on your carrying space. While it is still possible to equip weapons of other Classes via the use of implied slings and holsters, the amount of weapons a Contestant has at their immediate disposal has now been increased.&lt;br /&gt;
* To clarify, &amp;quot;Immediately accessible&amp;quot; implies any one of the following conditions:&lt;br /&gt;
** When in combat, the desired item in an immediately accessible piece of LBE (tactical vest, utility belt, leg rig, '''set-down only''' backpack)&lt;br /&gt;
** When in combat, the desired item is on the floor, '''but only if the item is on the same side as the Contestant'''. See [[Gameplay mechanics#Battlespace]] for an explanation.&lt;br /&gt;
* [[Clothes shop|Clothes shops]] now have separate aisles for clothing, armor and trauma plates. They now also sell 12 random pieces of LBE instead of 8.&lt;br /&gt;
&lt;br /&gt;
==== Load-bearing equipment ====&lt;br /&gt;
* The available LBE have been '''completely remade''' with many items renamed or replaced by equivalents, and several new LBE items overall. Very few items were kept as-is. See the [[LBE]] lists for more info.&lt;br /&gt;
* Corresponding items in the standard equipment of encounters have been replaced as well, with certain changes to match:&lt;br /&gt;
** As the Mk64 Marksman vest no longer exists, Sniper mercenaries now wear a TT-1A Assault vest and an AMR mag rig instead.&lt;br /&gt;
** As the Grenadier chest rig no longer exists, Bomber mercenaries now wear an AK/VOG chest rig instead.&lt;br /&gt;
** As the Ocelot rig no longer exists, Type 1 Desperados now wear a Gunfighter belt.&lt;br /&gt;
** [[Maze Soldier|Military]] Lieutenants and Captains now wear a Dump belt instead of a Basic belt.&lt;br /&gt;
** [[Scientist|Scientists]] (except nurses) now carry a Courier bag and a Pistol mag rig for their PP2000 magazines.&lt;br /&gt;
** [[Weapon shop]] owners now carry an [[List of Class 1 weapons|Armalite AR-10]] instead of their old Springfield M14, with 3 magazines.&lt;br /&gt;
** Several encounters received a Basic belt and Condor utility rigs.&lt;br /&gt;
** [[Bank|Bankers]] and [[Hiring bureau|Hirers]] now carry a [[Trauma plate|Ceramic plate]] inside of their Kevlar vests.&lt;br /&gt;
* [[Supply crates]]: All of the LBE series of crates have been modified, both with new names and new contents.&lt;br /&gt;
&lt;br /&gt;
=== February 2nd 2016 ===&lt;br /&gt;
'''Testing Period #3 mini-update 12'''&lt;br /&gt;
&lt;br /&gt;
==== Roomstyle related changes ====&lt;br /&gt;
* New roomstyles have been introduced: the Empty Armory and the Vault room.&lt;br /&gt;
* Roomstyles in advanced states of disrepair (the &amp;quot;forsaken&amp;quot; and &amp;quot;overgrown&amp;quot; flavors) now have a chance to spawn mushrooms from the moss and moldy deposits that form in such rooms, to compensate for the low chance of roomstyle-related items.&lt;br /&gt;
* Roomstyles have been generally overhauled and improved - proper descriptions, proper definition of the available furniture and interactable items, and improved roomstyle stocks (items tied to the roomstyles rather than random events)&lt;br /&gt;
&lt;br /&gt;
==== Other changes ====&lt;br /&gt;
[[Containers]] and lockpicking in general:&lt;br /&gt;
* Computer locks have been properly defined as a lock type, though not strictly related to containers, it is listed alongside the other types for the purposes of completeness.&lt;br /&gt;
* A new type of key is introduced, the '''keycard''', which separates from the existing '''mechanical keys'''. Keycard serial number range is 1-FFFF (Hexadecimal for 65535, as opposed to 9999 for mechanical keys). Keycards are now required to unlock electronic locks on containers.&lt;br /&gt;
&lt;br /&gt;
[[Towns]]:&lt;br /&gt;
* Bugfix: All rooms and facilities which use computer locks and FL/HS locks have been reviewed and correctly defined. Computer and FL/HS locks are now said to be 'slaved' to a control computer, which must be hacked into (or any other creative methods a Contestant can come up with) in order to tamper with the locks.&lt;br /&gt;
* Bugfix: The police station map was missing a room, the evidence vault. It has been rectified ; the evidence vault now contains a bunch of random items (weapons, magazines, ammunition and armor) that are explained to have been seized from criminals and outlaws. The evidence vault will also play a role in future quests.&lt;br /&gt;
&lt;br /&gt;
Other: &lt;br /&gt;
* The [[IRC Bots|@stuff]] command can now spawn keys and keycards, so that Contestants have more chances to find valid serial numbers.&lt;br /&gt;
&lt;br /&gt;
=== January 3rd 2016 ===&lt;br /&gt;
'''OP3 features part 6: The Handloading Update'''&lt;br /&gt;
&lt;br /&gt;
==== New feature: Handloading ====&lt;br /&gt;
An all-new feature is introduced to the Mazes: [[Handloading]]. Handloading (also known as reloading) is the activity of manufacturing ammunition from separate components, rather than purchasing complete ammunition on the retail market. These components are typically purchased, scavenged loose, salvaged from other rounds of unwanted ammunition, and if certain conditions are met, certain of these components can even be manufactured by the Contestant.&lt;br /&gt;
&lt;br /&gt;
In the Mazes, ammunition for all firearm calibers except for [[.22 Long Rifle]] and [[4.73x33mm Caseless]] can be disassembled (broken down into their basic components) and/or handloaded (assembled to form complete rounds).&lt;br /&gt;
&lt;br /&gt;
In order to handload ammunition, the following components will be needed:&lt;br /&gt;
* A '''Handloading kit''', for either (P)istol, [R]ifle or {S}hotgun calibers.&lt;br /&gt;
* '''Primers''', '''Cases/hulls''', '''Wads''' (for shotgun shells only), '''Powder''' and '''Projectiles'''.&lt;br /&gt;
&lt;br /&gt;
When firing ammunition with salvageable cases, there is a '''20% chance per round fired''' that this shot will produce an usable case. This introduces an element of scavenging, allowing the Contestant to potentially reuse previously-fired cases if they so choose to. After firefights, it is wise to look on the floor for spent cases and hulls - they can be salvaged for later use.&lt;br /&gt;
&lt;br /&gt;
Retail ammunition only sells common projectile and load combinations - handloading allows a Contestant who acquires the right components to create their own specialized loads.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ammunition crafting ====&lt;br /&gt;
With access to primary materials and a suitable production facility (an '''ammunition factory'''), the Contestant can even produce his/her own handloading components, expanding the possibilities even more. Here is the list of related changes and new features:&lt;br /&gt;
&lt;br /&gt;
* Lead, iron, zinc and tungsten are no longer &amp;quot;quick cash&amp;quot; materials (to be sold only for money) - such ore can now be traded at the Mining Lobby for ingots.&lt;br /&gt;
** The value of lead ingots is fixed at '''150 P$ per kilogram'''.&lt;br /&gt;
** Lead ingots can only be found in '''500g''' (75 P$) and '''1kg''' (150 P$) variants.&lt;br /&gt;
** Lead ingots: '''500g of lead ore''' is required at the minimum to obtain a lead ingot - any less will be traded for cash.&lt;br /&gt;
* It is also possible to acquire advanced metal ingots: Brass, Steel and Tungsten, by exchanging suitable ore at the mining lobby for relevant ingots and paying a manufacturing fee (which covers the costs of alloying or blast furnace use).&lt;br /&gt;
** Brass ingots: '''167g of copper ore''' and '''83g of zinc ore''' plus a '''25 P$ fee''' for one 250 gram brass ingot. Extrapolate as needed for 500g and 1kg ingots.&lt;br /&gt;
** Steel ingots: '''250g of iron ore''' plus a '''70 P$ fee''' for one 250 gram steel ingot. Extrapolate as needed for 500g and 1kg ingots.&lt;br /&gt;
** Tungsten carbide ingots: '''250g of tungsten ore''' plus a '''50 P$ fee''' for one 250 gram tungsten carbide ingot. Extrapolate as needed for 500g and 1kg ingots.&lt;br /&gt;
*** It must be noted that brass, steel and tungsten can be used as base metals for [[Jewelry store|creating jewels]] - but lead can't, for evident reasons.&lt;br /&gt;
&lt;br /&gt;
* Various components (predominantly metal ingots; lead, copper, steel, brass) can be brought to an ammunition factory for producing various components such as projectiles, cases and hulls. Powders, primers, rubber products and explosive ammunition components require special equipment not normally available in a standard ammo factory, and are as such not available to the Contestant.&lt;br /&gt;
** LEAD, LSWC, LSWCHP, lead buckshot, slug: '''100% lead'''&lt;br /&gt;
** FMJ, JSP, JHP: '''90% lead, 10% copper'''&lt;br /&gt;
** HPX, SEG, UHS: '''100% copper'''&lt;br /&gt;
** AP: '''40% lead, 50% steel, 10% copper'''&lt;br /&gt;
** API: '''40% lead, 50% steel, 10% copper + 1 MgX charge'''&lt;br /&gt;
** APX: '''40% lead, 50% tungsten carbide, 10% copper'''&lt;br /&gt;
** Flechette: '''100% steel'''&lt;br /&gt;
** Incendiary slug: '''100% lead + 2 MgX charges'''&lt;br /&gt;
** Brass cases (all pistol and rifle calibers, 12 gauge CAWS hulls): '''100% brass'''&lt;br /&gt;
** 12 gauge hulls: '''100% brass + Box of plastic sheets'''&lt;br /&gt;
&lt;br /&gt;
==== Related changes ====&lt;br /&gt;
Along with the introduction of handloading as a new feature, several important changes are introduced:&lt;br /&gt;
&lt;br /&gt;
'''Shops'''&lt;br /&gt;
* Workshops have a 50% chance to have 1 handloading kit (of a random type) for sale.&lt;br /&gt;
* Ammunition found in gun shops and weapon shops now belong to specific &amp;quot;brand names&amp;quot;, which offer a limited selection of projectile/powder type/load combinations - the most common. The majority of possible combinations of projectiles, powder types and powder loads can only be acquired through handloading. Players are encouraged to experiment and create loads that are otherwise impossible to find elsewhere.&lt;br /&gt;
* Gun shops and weapon shops have a 50% chance to sell primers, cases/hulls and powders, each.&lt;br /&gt;
** If primer boxes are in stock, 3 random types will be found, 1d3 boxes for sale per type.&lt;br /&gt;
** If case boxes are in stock, 12 random calibers will be found, 1d3 boxes for sale per type.&lt;br /&gt;
** If powder jars are in stock, 1d4-1 powder jars per type will be found (including empty jars)&lt;br /&gt;
* Bulk cans, when found, now contain ammunition of a random type ; not just Surplus FMJ ammunition as before.&lt;br /&gt;
* [[Workshop|Workshops]] no longer offer ammunition customization services (ammo type conversions) - the role of that service has been rendered obsolete by handloading.&lt;br /&gt;
* New crafting ingredients:&lt;br /&gt;
** '''Box of Magnesium explosive (MgX) charges''', for use in the production of incendiary ammunition. One box costs 100 P$.&lt;br /&gt;
** '''Box of plastic sheets''', which are used in the manufacture of plastic shotgun shells (all [[12 gauge]] shells). One box costs 10 P$.&lt;br /&gt;
* Modified existing crafting ingredients:&lt;br /&gt;
** Rags are now sold in workshops in batches of 1d20 when available.&lt;br /&gt;
&lt;br /&gt;
'''Ammunition and ammo/projectile types'''&lt;br /&gt;
* Randomly found ammunition now matches the new &amp;quot;brand name&amp;quot; system in the majority of cases - only in rare instances may randomly found ammunition have truly random combinations of powder type, load, and projectile type.&lt;br /&gt;
* The third level of overpressure (+P++, or &amp;quot;Nuclear&amp;quot;) is scrapped and becomes no longer available (and thus not craftable).&lt;br /&gt;
* Shotgun shells no longer have separate damage tables for &amp;quot;tactical&amp;quot; and &amp;quot;full-power&amp;quot; shells ; load power is now subject to powder load (and thus subject to a damage multiplier).&lt;br /&gt;
* [[12 gauge CAWS]]: Buckshot shells now contain 15 pellets. 12 gauge CAWS now has new ammo types to match their regular 12 gauge counterparts: CAWS Rubber buckshot, CAWS rubber baton, CAWS incendiary slug, and CAWS FRAG.&lt;br /&gt;
* New unique 12 gauge/CAWS shell, available only by handloading: the '''Coin shot'''. The projectiles are twenty [[Parallar]] coins (for both 12 gauge and CAWS). Now you can defeat your enemies with '''money!'''&lt;br /&gt;
* Virtually all pistol, rifle and shotgun calibers received new prices per round.&lt;br /&gt;
* Many new projectile types for pistol, rifle and shotgun ammunition have been introduced:&lt;br /&gt;
** New solid projectiles: '''LEAD and LSWC''', two types of cast lead, unjacketed bullets which are inexpensive, readily available, easy to manufacture. Ammunition with these projectiles may foul firearms a little faster (increased Cleanliness wear rate). They are effective against unarmored targets (particularly regarding to limb damage), but are not recommended for use against armored targets. LEAD projectiles are available for both pistol and rifle calibers, while LSWC is available only for pistol calibers.&lt;br /&gt;
** New expanding projectiles: '''JSP, LSCWHP and HPX'''. '''JSP''' is Jacketed Soft Point, and acts as a middle ground between FMJ and JHP. '''LSWCHP''' is similar to LSWC (described above), but with a hollow point and for pistol calibers only, allowing it to perform dramatically better than any other type of expanding bullet against unarmored targets, but is even more useless against armored targets. '''HPX''' is Hollow Point eXtreme, an all-copper, wide-cavity projectile for rifle calibers only and essentially is the rifle equivalent of LSWCHP.&lt;br /&gt;
** Changes and corrections: HP is renamed to '''JHP''' to clarify that it is indeed jacketed hollow points. SAP is renamed to '''APX''' for Armor Piercing, eXtreme. Neither projectile type is otherwise modified in role or modifiers.&lt;br /&gt;
* Flechette is now considered an armor-piercing projectile type - meaning it will [[Secondary effect#Clothing|damage bullet-resistant armor]].&lt;br /&gt;
* Expanding projectile types is no longer guaranteed to fail against [[Cover]] - if sufficiently powerful after limb damage calculation, such ammunition may still overpenetrate barriers.&lt;br /&gt;
&lt;br /&gt;
'''Damage tables'''&lt;br /&gt;
* [[.338 Lapua Magnum]]: Damage tables modified due to switching from a 250 grain to a 300 grain bullet.&lt;br /&gt;
* [[.40 S＆W]]: Damage tables modified due to switching from a 180 grain to a 200 grain bullet.&lt;br /&gt;
* [[.454 Casull]]: Damage tables modified due to switching from a 360 grain to a 250 grain bullet.&lt;br /&gt;
* [[40mm NATO grenade]]: '''M576 buckshot''' damage tables modified - switching from #3 buckshot to #00 buckshot.&lt;br /&gt;
* [[12 gauge]]: '''Slug''' damage tables modified ; previous ones were incorrect due to erroneous projectile dimensions.&lt;br /&gt;
* [[12 gauge CAWS]]: '''Buckshot, slug and flechette''' all receive new damage tables as well thanks to new, more accurate load data.&lt;br /&gt;
* New damage tables created: CAWS rubber buckshot, CAWS rubber baton, CAWS incendiary slug, CAWS FRAG, 12 gauge coin shot, CAWS coin shot&lt;br /&gt;
&lt;br /&gt;
'''Advanced ammunition crafting'''&lt;br /&gt;
* Access to an ammunition factory is required to access the advanced ammunition crafting services (detailed above). A placeholder factory will be made available and accessible during the Testing Period so that Contestants can try it for themselves, however it must be noted that normally, such a factory is off-limits to the Contestant.&lt;br /&gt;
* A sidequest will be completed in the future to give the Contestant a chance to legally access to such a facility, and benefit from advanced ammunition crafting during normal play.&lt;br /&gt;
&lt;br /&gt;
=== December 31st 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 11'''&lt;br /&gt;
&lt;br /&gt;
* '''1 new caliber''': [[.260 Remington]]. A cartridge with dimensions similar to [[7.62x51mm NATO]], which trades a small amount of base power for one level of Recoil less. It is a Rare Caliber (no stock firearms chambered for this round, and no ammo sold in stores) intended to be much more power-recoil effective in combat rifles than 7.62 NATO.&lt;br /&gt;
&lt;br /&gt;
* '''4 new weapons''':&lt;br /&gt;
** '''Česká Zbrojovka CZ-805 BREN A1''' - Class 1 combat rifle, [[5.56x45mm NATO]], with a 2-round burst mode.&lt;br /&gt;
** '''MKEK MPT-76''' - Class 1 combat rifle, [[7.62x51mm NATO]], a modern battle rifle.&lt;br /&gt;
** '''Beretta BM59''' - Class 1 combat rifle, [[7.62x51mm NATO]], a classic battle rifle with integrated bipod, and the Italian take on a successor to the M1 Garand.&lt;br /&gt;
** '''SIG Sauer P220''' - Class 3 pistol, [[.45 ACP]], a classic handgun and predecessor to the P226.&lt;br /&gt;
&lt;br /&gt;
* '''Maze Customs''': New [[Customs:Minor|Minor services category]]: Minor Rechambering conversions.&lt;br /&gt;
** 30 firearms not belonging to the Customs families can now benefit from caliber conversion services, with more to possibly come in the future. Among those weapons, 17 are 7.62x51mm NATO rifles now eligible for the new '''Light Battle Rifle (LBR)''' conversion kit, which is nothing more than a service that rechambers those firearms to the newly-introduced, lower-recoiling [[.260 Remington]] cartridge.&lt;br /&gt;
&lt;br /&gt;
* Related changes&lt;br /&gt;
** A226 rail adapter renamed to '''ASIG''' rail adapter, now compatible with SIG P220.&lt;br /&gt;
** A92 rail adapter now compatible with Beretta 96FS.&lt;br /&gt;
** The 6.5mm rifle silencer is renamed '''.260 / 6.7mm''' and is now also compatible with .260 Remington&lt;br /&gt;
** '''1 new muzzle brake''': Rifle, .260 / 6.7mm, compatible with .260 Remington and 6.5x50mmSR Arisaka. The new brake is priced at 400 P$.&lt;br /&gt;
&lt;br /&gt;
=== December 17th 2015 part 2 ===&lt;br /&gt;
'''Testing Period #3 mini-update 10'''&lt;br /&gt;
&lt;br /&gt;
Two new weapons:&lt;br /&gt;
* '''Big Horn Armory Model 89 Carbine''', a [[.500 Magnum]] lever-action conventional rifle, with a capacity of 7+1 rounds.&lt;br /&gt;
* '''Smith &amp;amp; Wesson Model 500ES''', a short barreled Weight 3 variant of the Model 500, also in [[.500 Magnum]], although it has no integrated brake.&lt;br /&gt;
&lt;br /&gt;
=== December 17th 2015 ===&lt;br /&gt;
'''OP3 features part 5: The Meds Update, part 1'''&lt;br /&gt;
&lt;br /&gt;
Alongside the introduction of [[Agility]], medical aid in the Mazes have undergone a much needed balancing update. Now, all meds, including the &amp;quot;hard&amp;quot; drugs, are properly balanced to offer interesting and attractive effects. But beware of [[Addiction]]!&lt;br /&gt;
&lt;br /&gt;
==== Changes introduced ====&lt;br /&gt;
&lt;br /&gt;
'''Meds effect changes:'''&lt;br /&gt;
* [[Cannabis]]: Strength-10% effect removed. Added [[Secondary effect#Healing|Increased Pain Regeneration Rate +1%/turn]], a new effect in the Healing category which affects the natural Pain regen rate.&lt;br /&gt;
* [[Codeine]]: Pain reduction effect is now '''-35%''' instead of -40%.&lt;br /&gt;
* [[Heroin]]: Pain reduction effect is now '''-85%''' instead of -70%. Strength reduction effect is now '''-10%''' instead of -20%. FT+1 effect removed.&lt;br /&gt;
* [[Lorazepam]]: Forced sleep effect duration is now '''6d5 turns''' instead of 1d3*10 turns.&lt;br /&gt;
* [[Morphine]]: Pain reduction effect is now '''-70%''' instead of -75%.&lt;br /&gt;
* [[Nitrous oxide inhaler]]: Pain Sensitivity negated and Strength -10% effects removed. Replaced with '''Pain Sensitivity -50%''' and '''Nausea'''. Effect duration is now '''1d6+2 turns''' instead of 1d6 turns.&lt;br /&gt;
* [[Oxycodone]]: Item shape is now a '''red pill''' instead of a white tablet. Pain reduction effect is now '''-55%''' instead of -50%.&lt;br /&gt;
* [[Steroids]]: Rage and FT+2 effects removed. Strength boost is now '''+30%''' instead of +20, added '''Accelerated hunger'''.&lt;br /&gt;
* [[Universal antivenom]]: Item shape is now a '''syringe''' instead of the now deleted vial.&lt;br /&gt;
&lt;br /&gt;
'''Secondary effect changes''':&lt;br /&gt;
* Forgetfulness as a [[secondary effect]] has been scrapped.&lt;br /&gt;
&lt;br /&gt;
[[Addiction]] - '''Withdrawal effect changes:'''&lt;br /&gt;
* Amphetamine withdrawal: No longer causes forgetfulness (effect no longer exists).&lt;br /&gt;
* Anabolic steroid withdrawal: No longer causes Strength-20%. Now causes '''Rage''' instead.&lt;br /&gt;
* Cannabis withdrawal: No longer causes forgetfulness (effect no longer exists). Replaced with '''Strength -10%'''.&lt;br /&gt;
* Opioid addiction: FT+1 effect becomes '''FT+2'''.&lt;br /&gt;
* Sick Hakutaku syndrome: No longer causes forgetfulness (effect no longer exists).&lt;br /&gt;
&lt;br /&gt;
'''Removed medical items''':&lt;br /&gt;
* Ketamine: Probably the game's worst painkiller as it had many negative effects for a lukewarm single positive (Pain -50%).&lt;br /&gt;
* LSD: Had nothing but negative effects. Other substances already fill the hallucinogen niche.&lt;br /&gt;
* Pentobarbital: The 'suicide pill' was deemed unnecessary.&lt;br /&gt;
* Concept of placebo items: Now all medical items are useful.&lt;br /&gt;
&lt;br /&gt;
=== December 4th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 9 - Wuxia'd in the face mini-update''' ''(Player-suggested!)''&lt;br /&gt;
&lt;br /&gt;
* [[Gameplay mechanics]]: Initiative has been updated to introduce a new mechanic and a new IS tier.&lt;br /&gt;
** All non-combat actions are now treated as having a '''IS 0''' (Reminder: Lowest number = Fastest), a speed normally impossible to reach with weapons or attacks naturally, so that they remain naturally faster than combat actions.&lt;br /&gt;
** However, because non-combat actions are now formally part of the Initiative system, through the use of IS tier modifiers, sufficiently light weapons or fast attacks can eventually reach a practical IS 0 as well, '''making such attacks potentially as fast as non-combat actions'''. The direct consequence is a chance to resolve such fast attacks before non-combat actions can even be resolved.&lt;br /&gt;
** For example, it now becomes possible, in the right conditions, to attack a creature before they have a chance to take cover, or flee, among other things.&lt;br /&gt;
** The position of [[Concentration]] in the IS tier system has been clarified ; a Concentrated fighter (IS tier 99) is now considered to have an IS that is impossibly slower than Unsparable (IS tier 12), in order to make it clear that it is impossible to reach the Concentrated IS tier by other means than Concentrating. (for example, using an Unsparable weapon with an IS Tier +1 effect will not make it as fast as a Concentrated attacker ; the Concentrated attacker is still going last.)&lt;br /&gt;
&lt;br /&gt;
=== December 1st 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 8 - Improved Startgame mini-update'''&lt;br /&gt;
&lt;br /&gt;
* Several &amp;quot;fluff&amp;quot; questions were grouped together in order to complete Startgame more quickly.&lt;br /&gt;
* Constitution becomes an important question, the choice now affects natural stat modifiers.&lt;br /&gt;
** Average: 	No advantage, no disadvantage.&lt;br /&gt;
** Slender: 	Agility +1, Limb HP mod -10%&lt;br /&gt;
** Thin: 	Agility +2, Limb HP mod -20%&lt;br /&gt;
** Athletic: 	Strength +10%, permanent &amp;quot;Athletic&amp;quot; effect: natural hunger becomes 2 kcal/turn instead of 1.&lt;br /&gt;
** Muscular: 	Strength +20%, permanent &amp;quot;Muscular&amp;quot; effect: natural hunger becomes 4 kcal/turn instead of 1.&lt;br /&gt;
** Overweight: 	Limb HP mod +10%, Agility-1&lt;br /&gt;
** Obese: 	Limb HP mod +20%, Agility-2&lt;br /&gt;
* Species selection also becomes an important question ; the various different halfling species now offer natural stat modifiers as well. Humans remain the default, well-balanced option with no advantage or disadvantages.&lt;br /&gt;
** Human: No advantage, no disadvantage.&lt;br /&gt;
** Feline halfling: Agility +1, Strength-10%&lt;br /&gt;
** Canine halfling: No stat advantage, Pain Sens +10%, but gains a natural bite attack (Sharp-type).&lt;br /&gt;
** Lagomorph (Rabbit) halfling:	Agility +1, Pain Sens +10%&lt;br /&gt;
** Muridae (Mouse/Rat) halfling: Max Blood +1, Strength -10%&lt;br /&gt;
** Squamata (Snake) halfling: No stat advantage, Limb HP mod -20%, but gains a natural snakebite attack (Sharp-type, poisonous)&lt;br /&gt;
** Salientia (Frog) halfling: Strength+10%, Pain Sens +10%&lt;br /&gt;
** Equine halfling: Limb HP mod +10%, Max Blood -1&lt;br /&gt;
&lt;br /&gt;
* NPC halflings now have corresponding natural statistics - however, NPC constitution (governed by [[Physio code]]) does not grant natural statistics for the sake of simplicity&lt;br /&gt;
&lt;br /&gt;
=== November 29th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 7 - The Agility mini-update'''&lt;br /&gt;
&lt;br /&gt;
A new statistic is introduced: [[Agility]]. Its primary purpose is to '''offer a way of influencing''' [[Gameplay mechanics#Other useful ways to use 2d6s|cover rolls and escape rolls]]. (Agility modifiers may be referred to as '''Agi''' for shortening purposes.)&lt;br /&gt;
&lt;br /&gt;
* All [[Encounters|creatures]] have been given a natural Agility statistic.&lt;br /&gt;
&lt;br /&gt;
* Several substances have received modified effects to account Agility modifiers:&lt;br /&gt;
** '''Food:''' Cola drink, Lemonade, Black tea, Green tea and Black coffee: All of them lost their Strength+10% effect, replaced by an '''Agility +1''' effect. Energy drink kept its Strength+10% effect, but also gained '''Agility +1'''.&lt;br /&gt;
** '''Meds:'''&lt;br /&gt;
*** Amphetamines gained '''Agi+2'''.&lt;br /&gt;
*** Cannabis now grants '''Strength-10%''' instead of -20%, and also gains '''Agi-1'''.&lt;br /&gt;
*** Cigarette loses its Inaccuracy effect, replaced by '''Agi+1''' and '''FT-1''' and the effect duration is now '''1d6+2 turns''' instead of 2d6 turns. (Cigarettes now make you MORE accurate - everything negative is in nicotine withdrawal now.)&lt;br /&gt;
*** Codeine loses its Strength-10% effect, replaced by '''Agi-1'''.&lt;br /&gt;
*** Desoxyn gained '''Agi+2'''.&lt;br /&gt;
*** Diazepam now grants '''FT-2''' instead of FT-1, loses its Pain Sensitivity+10% effect, replaced by '''Agi-2'''.&lt;br /&gt;
*** Epinephrine now grants '''Agi+3'''.&lt;br /&gt;
*** Heroin loses its Inaccuracy effect, replaced by '''Agi-1'''.&lt;br /&gt;
*** Morphine now grants '''Strength-20%''' instead of -30%, and also gains '''Agi-2''' and '''Pain Sensitivity -20%'''.&lt;br /&gt;
*** Oxycodone loses its Nausea effect, replaced by '''Agi-1'''.&lt;br /&gt;
*** PCP loses its Strength-10% and Inaccuracy effects, replaced by '''Rage''' and '''Pain Sensitivity -15%'''.&lt;br /&gt;
&lt;br /&gt;
* Certain [[Addictions|withdrawal symptoms]] now have Agility modifiers:&lt;br /&gt;
** Benzo withdrawal now has '''Agility -2''' as one of its potential symptoms.&lt;br /&gt;
** Amphetamine withdrawal no longer has FT+2 as a symptom, now replaced by '''Agility -2'''.&lt;br /&gt;
** Sick Hakutaku Syndrome now has '''Agility -1''' as one of its potential symptoms&lt;br /&gt;
&lt;br /&gt;
* [[Augmentations]] changes:&lt;br /&gt;
** Existing augs modified: Ninja Speed lv1 and lv2 now respectively offer Agility +1 and +2. PP costs and values do not change.&lt;br /&gt;
** New augs: Ninja Speed lv3 and Ninja Speed lv4, respectively offering Agility +3 and +4.&lt;br /&gt;
&lt;br /&gt;
* [[Inebriation]]: Being '''drunk''' (40-69%) now causes an additional '''Agility-1''' effect. Being '''blurred''' (70-99%) now causes an additional '''Agility-2''' effect. Drink responsibly! (Or not.)&lt;br /&gt;
* New [[Mushrooms]]: Velocitas - Mushroom of Speed (Agility +1) and Extra Velocitas - Mushroom of Extra Speed (Agility +2). Both mushrooms' effects last 10 turns.&lt;br /&gt;
&lt;br /&gt;
Other changes:&lt;br /&gt;
* Effect of the cola drink now lasts 6 turns instead of 3.&lt;br /&gt;
* Cover roll remains at FT 6, but Escape rolls are now FT 5 instead of FT 6, in order to make fleeing easier.&lt;br /&gt;
* [[Addictions]]: Benzo addiction rate increased from 25% to 30%. Amphetamine addiction rate increased from 25% to 30%. Cocaine addiction rate increased from 20% to 25%.&lt;br /&gt;
&lt;br /&gt;
=== November 25th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 6 - The .22 Long Rifle mini-update'''&lt;br /&gt;
&lt;br /&gt;
* [[Weapon|Weapons]]: Ten new [[.22 Long Rifle]] weapons and one new [[.32 ACP]] pistol. Many of these weapons introduce .22 LR for the first time in weapon categories that didn't have any stock weapons in that caliber before. From now on, at the exception of shotgun, all firearm weapon skills have at least one .22 LR weapon for cheap training purposes.&lt;br /&gt;
&lt;br /&gt;
'''Class 1 additions:'''&lt;br /&gt;
* '''Anschütz 1416D HB Luxus''', .22 LR precision rifle, with integrated 6x optic and bipod&lt;br /&gt;
* '''Anschütz MSR RX22''', .22 LR conventional rifle, made to look like a modern fighting rifle (specifically, the SCAR-L), complete with threaded barrel and accessory rails (and, amusingly enough, UGL compatibility!!)&lt;br /&gt;
* '''Armi Jager AK-22''', .22 LR combat rifle, which is a select-fire AK lookalike.&lt;br /&gt;
* '''IZHMASH SV-99''', .22 LR precision rifle, with integrated 4x optic, bipod, and silencer&lt;br /&gt;
* '''Lakeside Machine Vindicator BF1''', .22 LR belt-fed machine gun&lt;br /&gt;
* '''PWS T3 Summit''' conventional rifle, .22 LR bolt-action conventional rifle with threaded barrel and NATO optic rail, capable of accepting Ruger 10/22 magazines&lt;br /&gt;
* '''Savage Arms Mark II FV-SR''' conventional rifle, .22 LR bolt-action conventional rifle with threaded barrel and NATO-S optic rail&lt;br /&gt;
&lt;br /&gt;
'''Class 3 additions:'''&lt;br /&gt;
* '''High Standard HDM''', .22 LR pistol with integrated silencer&lt;br /&gt;
* '''Llama Ruby Plus Ultra''', .32 ACP pistol with peculiar 22-round magazine&lt;br /&gt;
* '''Trejo Modelo 1''', .22 LR auto pistol&lt;br /&gt;
* '''Walther SP22 M2''', .22 LR pistol with NATO-S optic rail and light mount&lt;br /&gt;
&lt;br /&gt;
'''New Customs services'''&lt;br /&gt;
* Full auto conversion, Anschütz MSR RX22 -&amp;gt; RX22 FA (Combat rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* Full auto conversion, Llama Ruby Plus Ultra -&amp;gt; Ruby Plus Ultra FA (Auto pistol, Semi/Full, '''AutoROF 6''')&lt;br /&gt;
&lt;br /&gt;
=== November 8th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 5'''&lt;br /&gt;
&lt;br /&gt;
* Equine-people (horse, pony) have been added as a new Halfling variant.&lt;br /&gt;
* [[Inebriation]]: Being drunk now progressively decreases Pain sensitivity (-10%, then -20%) to counter the decreased accuracy effects.&lt;br /&gt;
&lt;br /&gt;
=== October 26th 2015 ===&lt;br /&gt;
'''OP3 features part 4: The Reputation system (Basic version)'''&lt;br /&gt;
&lt;br /&gt;
==== The Reputation system (basic version) ====&lt;br /&gt;
&lt;br /&gt;
Formal introduction of a formerly implied system of [[Factions]], and introduction of two brand new statistics, which compose the Reputation system:&lt;br /&gt;
* [[Faction Reputation]], which tracks the Contestant's record with each one of the six major Factions of the Mazes: the Military, the Youkai Activists, the Law Enforcers, the Outlaws, the Angelics and the Demonics.&lt;br /&gt;
* [[Renown]], which tracks the Contestant's overall fame; how easily recognizable and famous he/she is.&lt;br /&gt;
&lt;br /&gt;
The Reputation system is introduced in a so-called &amp;quot;basic&amp;quot; version because the feature is not considered complete, despite being technically functional.&lt;br /&gt;
&lt;br /&gt;
Faction Reputation becomes an important meter to gauge how respected or shunned the Contestant is by these Factions, and Faction Rep is influenced by the Contestant's actions. Currently, the list of actions that can influence Faction Rep and the subsequent effects are limited:&lt;br /&gt;
&lt;br /&gt;
'''Influencing Faction Rep (basic)'''&lt;br /&gt;
* Contributing to the victory or the defeat of Faction members in a fight&lt;br /&gt;
* Killing Faction members&lt;br /&gt;
* Attacking a town controlled by a Faction (a town is considered attacked if one of its inhabitants is killed)&lt;br /&gt;
&lt;br /&gt;
* (Law Enforcement) Increasing the [[Police Attention]] level (a renamed Wanted Level)&lt;br /&gt;
* (Angelics, Demonics) Finding the first [[Cardinal Amulet]]&lt;br /&gt;
* (Angelics, Demonics) Donations to the [[Shrine|Shrine or Dark Sanctum]]&lt;br /&gt;
&lt;br /&gt;
'''Effects of Reputation'''&lt;br /&gt;
* Being in the good graces of a Faction brings many advantages; shops and services in towns that Faction controls will start offering discounts, and certain Factions will offer bonuses or favors in relation to that Faction's trade (e.g. high Angelic rep can grant boosts to prayers at a [[Shrine|Shrine]].)&lt;br /&gt;
* Conversely, being disliked by a Faction will mean members and towns of that Faction grow increasingly hostile to the Contestant's presence. A sufficiently low Faction Rep can lock the Contestant out of Faction-specific missions and sidequests, losing access to towns they control, and even start attacking him/her on sight.&lt;br /&gt;
* Factions are in conflict with each other ; Military vs Youkai, Law enforcers vs Outlaws, Angelics vs Demonics. Oftentimes, what's good for a Faction will mean bad news for the other ; the right choices must be made.&lt;br /&gt;
** The higher the Reputation with one Faction, the harder it will be for the corresponding rival Faction to consider the Contestant trustworthy ; being well-liked by the Military may mean that the Contestant's efforts to be in the Youkai's good graces will be less effective.&lt;br /&gt;
** Conversely, having sufficiently low Reputation with one Faction means that they will trust the Contestant less and less; which in turn, divides the effectivenss of positive actions towards that Faction - to atone for one's mistakes, one must often work harder and pay more than what was lost in the first place.&lt;br /&gt;
** Reaching maximum Reputation (+1000 Rep) with a Faction grants the '''Legendary''' status, which also boosts Renown (see below), and grants undying trust and affection for the Contestant. As a Legendary figure, any negative actions committed towards that Faction have a chance to be entirely ignored. Towns controlled by a Faction that considers the Contestant a Legend may start erecting statues in his/her honor.&lt;br /&gt;
** Conversely, reaching a sufficiently extremely low Reputation (-900 Rep) grants the '''Unforgivable''' status, which cancels out the effects of any positive actions towards that Faction completely ; they consider the Contestant to be exempt of all redemption ; an enemy to be destroyed at all costs. Reaching minimum Reputation (-1000 Rep) grants the '''Demonized''' status, where the Contestant becomes so infamous, all members of the Faction treat the Contestant as their literal devil, or the personal incarnation of every single of their problems. Towns controlled by a Faction that demonizes the Contestant will start plastering WANTED posters, offering a fat reward for the Contestant dead or alive, but preferably dead.&lt;br /&gt;
&lt;br /&gt;
In the future, the Mission Overhaul update will bring the &amp;quot;Full&amp;quot; version of the Reputation system ; Faction Rep and Renown are meant to play a primary role with mission and sidequest finding. Faction Rep is most notably going to be the requirement to trigger the faction-specific mission sets ; the Mishap 4th and the DeadEyes arcs.&lt;br /&gt;
&lt;br /&gt;
'''Renown''' currently has little purpose in the Basic version other than flavor ; inhabitants of the Mazes will react to the Contestant in accordance with his/her current Renown level. Renown will not be meant to play a major role in the future, other than to unlock certain sidequests, nor will it have many special positive or negative effects.&lt;br /&gt;
&lt;br /&gt;
==== Other changes ====&lt;br /&gt;
&lt;br /&gt;
On request from one of our weapons advisors, new [[Weapon|weapons]].&lt;br /&gt;
&lt;br /&gt;
* '''Alexander Arms Ulfberht''', a semi-automatic [[.338 Lapua Magnum]] precision rifle and one of the very rare few weapons rated at DV+6.&lt;br /&gt;
** 10- and 20-round magazines exist for this weapon.&lt;br /&gt;
** A new [[Customs:Minor|Customs Minor]] service is introduced, which allows turning the Ulfberht into a select-fire rifle (Semi/Full).&lt;br /&gt;
&lt;br /&gt;
* The so-called &amp;quot;Baby Glocks&amp;quot; ; a collection of 6 subcompact Glock pistols, all of which are Class 3, Weight 2, DV+3 RV+4 weapons with no accessory mounts and generous magazine capacities for weapons of their class.&lt;br /&gt;
** Respectively: '''Glock 26, 27, 28, 29, 30, 33''' in respective calibers: [[9x19mm Parabellum]], [[.40 S＆W]], [[.380 ACP]], [[10mm Auto]], [[.45 ACP]] and [[.357 SIG]].&lt;br /&gt;
** Each weapon brings new magazines in the Glock magazines for each of their respective calibers, e.g. the Glock 26 comes with a Glock 9mm 10-round magazine.&lt;br /&gt;
** Magazines designed to fit in a subcompact Glock '''are not''' compatible with full size Glock pistols or Custom Glock-SF/LF pistols, as they are too short to fit.&lt;br /&gt;
** Conversely, magazines designed to fit in a full size Glock '''will work in a subcompact''', however they impart a '''weight tier +1 malus''' when equipped to a subcompact.&lt;br /&gt;
*** Example: A Glock 26 equipped with a Glock 9mm 17-rd magazine designed for a Glock 17, will make the G26 become a Weight 3 weapon instead of a Weight 2.)&lt;br /&gt;
&lt;br /&gt;
New rules for certain [[Weapon accessory|weapon accessories]].&lt;br /&gt;
* Underbarrel grenade launchers, underbarrel shotguns, and Weight 3 drum/pan mags/C-MAGs now '''impart a weight tier +1 malus''' to their equipped weapon, in order to balance out the substantial advantages that they provide.&lt;br /&gt;
&lt;br /&gt;
New magazines for existing weapons.&lt;br /&gt;
* FN SCAR-H: New 10-round and 30-round magazines.&lt;br /&gt;
* IMI UZI: New 20-round and 40-round box magazines, and a new 72-round drum.&lt;br /&gt;
&lt;br /&gt;
Other changes.&lt;br /&gt;
* '''Wanted Level''' is now known as [[Police Attention]]. Criteria to attract Police Attention have been simplified and streamlined.&lt;br /&gt;
&lt;br /&gt;
=== October 21st 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 4'''&lt;br /&gt;
&lt;br /&gt;
Some more new [[Maze Customs]] changes:&lt;br /&gt;
* The '''Glock-SF''' family now has new rechambering options: .32 ACP and .380 ACP.&lt;br /&gt;
** The custom Glock .380 magazines that come with the .380 ACP option '''are compatible with Glock 25 pistols''', however the original G25 15-round magazines '''will not fit in custom .380 ACP Glock-SF pistols''', as they are too short to fit inside (Glock 25s are compacts, Glock-SFs are full size).&lt;br /&gt;
&lt;br /&gt;
=== October 17th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 3'''&lt;br /&gt;
&lt;br /&gt;
[[Gameplay mechanics#Other useful ways to use 2d6s|Gameplay mechanics]]:&lt;br /&gt;
* The cover, escape and stealth escape rolls have been better reworded, and their names properly defined.&lt;br /&gt;
&lt;br /&gt;
[[Bionic augmentations|Bionics]]:&lt;br /&gt;
* Several implants have had their effects reworded for clarity.&lt;br /&gt;
* Ninja Speed lv3 has been removed. The numbering system of implants has been changed to a letter-number system, where each letter corresponds to one of the Bases, and each number to one of the Augs for that base.&lt;br /&gt;
&lt;br /&gt;
[[Weapon|Weapons]]: Four new weapons and one new magazine have been implemented.&lt;br /&gt;
* '''JianShe CS/LR3''', a [[5.8x42mm]] bolt-action precision rifle, along with its proprietary 10-round magazine.&lt;br /&gt;
* '''McMillan ALIAS CS5-T''', a [[7.62x51mm NATO]] bolt-action precision rifle with three major characteristics: it is Class 2, feeds from AR-10 mags, and possesses an integral silencer.&lt;br /&gt;
* '''CMMG Mk47-T Mutant''' and '''CMMG Mk47-K Mutant''', respectively Class 1 and Class 2, are two rifles derived from the same basic system: a semi-automatic [[7.62x39mm]] conventional rifle with AR-15-like ergonomics, yet it has the ability to use AK-47 magazines.&lt;br /&gt;
** A new [[Customs:Minor|Customs Minor]] service has also been introduced to offer the Mk47 Mutant rifles a conversion to select-fire.&lt;br /&gt;
&lt;br /&gt;
[[Maze Customs]]:&lt;br /&gt;
* The L-Frame Customs family has been completely phased out. It was replaced by the '''Redhawk''' family, with similar customization offerings. The Rechambering lineup is the only aspect that differs from the L-Frame family, in that it offers more options than its predecessors.&lt;br /&gt;
&lt;br /&gt;
Other minor changes:&lt;br /&gt;
* The '''WPN-SWLF''' supply crate is removed, replaced by the '''WPN-RHWK''' crate. It contains the following: ''Ruger Super Redhawk + 3x .454 Casull/.45 Colt 6-round speedloader + 50x .454 Casull FMJ''&lt;br /&gt;
&lt;br /&gt;
=== October 6th 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 2'''&lt;br /&gt;
&lt;br /&gt;
* The firearm rarity values have been modified to put less weight on Rarity 1 firearms, and thus improve the chances of finding a higher-quality item.&lt;br /&gt;
** '''Old values:''' Rarity 6: 0.45% / Rarity 5: 2.45% / Rarity 4: 5.65% / Rarity 3: 9.50% / Rarity 2: 22.45% / Rarity 1: 59.50%&lt;br /&gt;
** '''New values:''' Rarity 6: 0.50% / Rarity 5: 2.50% / Rarity 4: 6.00% / Rarity 3: 10.00% / Rarity 2: 33.00% / Rarity 1: 48.00%&lt;br /&gt;
&lt;br /&gt;
=== September 22nd 2015 ===&lt;br /&gt;
'''Testing Period #3 mini-update 1'''&lt;br /&gt;
&lt;br /&gt;
* The CZ 75 9mm models no longer come with a 15-round magazine; it is instead replaced with a more modern 16-round magazine.&lt;br /&gt;
* All weapon event lines now display rarity level.&lt;br /&gt;
* The [[IRC Bots|bot command]] '''@wpnc5''' no longer exists ; separate commands have been made for all melee weapon classes instead: '''@wpnC5L''', '''@wpnC5S''' and '''@wpnCHG'''.&lt;br /&gt;
&lt;br /&gt;
=== September 14th 2015 ===&lt;br /&gt;
'''OP3 features part 3: The Big One ; New Roomgen update'''&lt;br /&gt;
&lt;br /&gt;
The biggest part of the OP3 features is now ready for preliminary testing!&lt;br /&gt;
&lt;br /&gt;
==== The new room generation system ====&lt;br /&gt;
&lt;br /&gt;
After many months of work in the making, the '''new random room generation system''' is now ready for testing. There are two major components to this update, which relate to the way the Mazes now function: a new ''' civilized area / town system''', and a redesigned random room generation system for what is now known as the '''Uncivilized Area''', also referred to as '''the UA''' or simply '''the Mazes'''.&lt;br /&gt;
&lt;br /&gt;
===== Civilized areas =====&lt;br /&gt;
&lt;br /&gt;
'''Civilized areas, or towns''', are hubs with a fixed layout and a semi-random selection of features. They are protected settlements, usually either Neutral or under the influence of a faction. All towns possess an entrance point, a generator, a hospital, between 1 and 5 residential areas, a social square with many shops and facilities, and they may also have either extra shops or a mall, as well as a specific facility which defines the reason the town exists (a military base, a factory, a laboratory, an office facility, etc.)&lt;br /&gt;
&lt;br /&gt;
Towns are an '''incomplete''' feature ; the relation between a town's faction and the Contestant is meant to be explored in a future update (the Reputation system).&lt;br /&gt;
&lt;br /&gt;
Towns are meant to be randomly generated for the most part ; random name, faction, facilities and inhabitants may all be randomly generated. There are a few exceptions - certain towns are '''fixed''' in nature and are meant to have special, recurring facilities. For example, this is the case of the town in which the [[Startgame]] is now initiated; this town is called '''Arnett''', and it is the home of a special facility: a biotech laboratory, where the Contestant now wakes up.&lt;br /&gt;
&lt;br /&gt;
===== The Uncivilized Area (UA) =====&lt;br /&gt;
&lt;br /&gt;
MazeWorld's bread and butter, procedurally generated environments and events, still exists in the form of the '''Uncivilized Area''' (UA, or just The Mazes).&lt;br /&gt;
&lt;br /&gt;
The main activity of the game will be to go from town to town ; leaving the initial town of Arnett to search for other towns. Between each town is the Uncivilized Area ; the classic MazeWorld experience with its random rooms, events, and encounters.&lt;br /&gt;
&lt;br /&gt;
As before, a system of roomstyles and random events still exists, but with major changes:&lt;br /&gt;
* A random amount of events per room is generated, instead of just one in the old system.&lt;br /&gt;
* Each door may lead to a different roomstyle or to special areas, which are announced in advance, in order to give the player the ability a more meaningful choice.&lt;br /&gt;
* The next town is not the only destination ; '''independent shops''' that have settled in the UA to service travelers, and new, '''explorable areas''', filled with dangers but also potentially valuable loot. There is also a small chance that the trip leads to a dead end ; an abandoned city, ruins, or an otherwise dead zone which will prompt the Contestant to keep traveling - meaning that no two trips in the UA are the same, and that there is always a sense of risk associated to long periods outside of a town.&lt;br /&gt;
* The player may now indirectly choose a Traveling Style: '''Safe''', '''Fast''' or '''Deep''' route, all of which affect their trip in the UA.&lt;br /&gt;
** Three major factors are at play when traveling in the UA: Speed (the distance remaining until the next destination), Danger (the chance to find encounters on the way), and Explorables (the chance to find explorable areas on the way).&lt;br /&gt;
*** '''Fast route''' increases Speed, at the cost of increased Danger and decreased Explorables. Recommended when the priority is reaching the next destination as fast as possible.&lt;br /&gt;
*** '''Safe route''' decreases Danger, but decreases Speed and sharply decreases Explorables. Recommended when trying to stay away from fights, as long as supplies allow a potentially longer trips.&lt;br /&gt;
*** '''Deep route''' sharply decreases Speed, and sharply increases Danger and Explorables. Recommended when looking for a fight and loot, as long as the equipment is suited for a danger-filled, lengthy trip.&lt;br /&gt;
&lt;br /&gt;
The [[Cardinal Amulets]] are now only findable in the UA, with a very small chance to be randomly generated as an event each room.&lt;br /&gt;
&lt;br /&gt;
===== Objectives of this testing period =====&lt;br /&gt;
* Randomly generated towns and the UA are ready to be tested, but at the exception of Arnett, no special, fixed towns will be found while testing the various aspects of this feature. This is because fixed towns only have any real meaningful existence with the Reputation system (coming soon).&lt;br /&gt;
** The routine for this testing period will be Arnett -&amp;gt; UA -&amp;gt; Random town 1 -&amp;gt; UA -&amp;gt; Random town 2. Trips in the UA will include at least one explorable, one independent shop, and one dead end. All three traveling styles (Fast, Safe and Deep) are to be tried out as well.&lt;br /&gt;
* As stated in the &amp;quot;Upcoming&amp;quot; section above, missions are now completely disabled, pending an overhaul.&lt;br /&gt;
&lt;br /&gt;
===== Other changes =====&lt;br /&gt;
Changes in the structure of the Maze Military and Police.&lt;br /&gt;
&lt;br /&gt;
'''Military'''&lt;br /&gt;
* Three new RF Companies (from 9 to 12) and one new DF Company (from 5 to 6), for a total of 900 extra men.&lt;br /&gt;
&lt;br /&gt;
'''Police'''&lt;br /&gt;
* Introduction of a new character position, the Maze Sheriff. Equivalent in rank to the Colonel in the military, the Sheriff's role is to serve as the chief of all police in the entirety of the Mazes. &lt;br /&gt;
** The Sheriff, just like the Colonel, is an unique character ; Sheriff [[Len Hargrave]]. For now, he is only referenced, there are no planned ways to meet or find him yet.&lt;br /&gt;
* New police role, the Call Operator. No different from standard Maze Guards regarding standard equipment and appearance, their role is to monitor and take [[Telephone network|emergency calls]], directing patrol and SRT teams to the location as necessary. They are found in police stations.&lt;br /&gt;
&lt;br /&gt;
* New future special facility: the '''Police Headquarters'''. It will be featured in the future as the special facility of a fixed town. The Police HQ is the law enforcer equivalent of the Main Barracks: it is the residence of the Maze Sheriff. Similarly to Colonel Wight's own '''Elite forces''' (the Battalion), the Sheriff leads his own special unit, the '''Emergency Support Group (ESG)''', a group of 8 SRT teams specially trained for crisis and extreme law enforcement situations.&lt;br /&gt;
** Currently, it is impossible to trigger the apperance of the Sheriff or the ESG units or to find the Police HQ ; they will be formally introduced in the future.&lt;br /&gt;
&lt;br /&gt;
'''Both'''&lt;br /&gt;
* New [[Key Item]], the [[Tactical Radio]]. It is an attachment for the mobile phone and allows squads and groups to communicate with each other (provided they all have a tactical radio as well). Communication with their superiors on base ensured by using the phone and tac-radio to call the '''radio operator''', a new role within a Barracks. The radio operator's job is to allow communication between squads and their barracks. &lt;br /&gt;
** Both military and police receive a tactical radio as part of their default equipment.&lt;br /&gt;
** Tactical radios do not require separate power or batteries, running as an extension to the mobile phone. Multiple tac-radios can communicate with each other from a certain distance without drain on battery power ; phone battery is only drained when calling and communicating with a central.&lt;br /&gt;
** Tactical radios can be found for sale in a [[Workshop]].&lt;br /&gt;
** While Contestants can purchase and equip a tactical radio, they currently serve no specific purpose ; in the future they will be an integral part of the equipment through the Mishap 4th missions, and may be used at will to call for reinforcements (provided the Contestant's rank allows it).&lt;br /&gt;
&lt;br /&gt;
=== September 12th 2015 ===&lt;br /&gt;
'''OP3 features part 2: The weapon rarity system'''&lt;br /&gt;
&lt;br /&gt;
==== Weapon rarity ====&lt;br /&gt;
Weapons are now generated using a new rarity system, which regulates rarity according to shop value (which itself is a representation of how 'good' the weapon is).&lt;br /&gt;
&lt;br /&gt;
Firearms and melee weapons are graded on two separate rarity scales:&lt;br /&gt;
&lt;br /&gt;
Firearms:&lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 59.5%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 22.45%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 9.5%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 5.65%&lt;br /&gt;
* Rarity 5: &amp;lt;span style=&amp;quot;color: #CC0000&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; - Chance to generate: 2.45%&lt;br /&gt;
* Rarity 6: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Extraordinary&amp;lt;/span&amp;gt; - Chance to generate: 0.45%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.&lt;br /&gt;
&lt;br /&gt;
Melee weapons: &lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 55%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 26.5%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 12.5%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 6%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons. &lt;br /&gt;
&lt;br /&gt;
New MazeBot commands have been created (for GM use only):&lt;br /&gt;
* '''@rarity-gun''' ; Generates a random combination of weapon Class (C1-C4) and Rarity (R1-R6). &lt;br /&gt;
* '''@rarity-melee''' ; Generates a random combination of weapon Class (C5L, C5S, Handgear) and Rarity (R1-R4).&lt;br /&gt;
&lt;br /&gt;
Related changes:&lt;br /&gt;
* Black Markets now exist again, as weapon shops specialized in '''weapons of Rarity 4 and above''' only... with a caveat: they are overpriced. All ammunition and accessories are priced at 200% of their value. Rarity 4 weapons are sold at 200% value, Rarity 5 at 250%, and Rarity 6 at 300%. In a pinch and with a lot of disposable cash, these shops may come in useful...&lt;br /&gt;
&lt;br /&gt;
The criteria given by the commands are entered in the GM's weapon database, and a random weapon, if any exists, is selected then specced among the possibilities. If the combination of weapon class and rarity returns no results, then a random weapon from that class (with no regard for rarity) is generated instead.&lt;br /&gt;
&lt;br /&gt;
=== August 28th 2015 ===&lt;br /&gt;
'''OP3 features part 1: The &amp;quot;Wildey's Here!&amp;quot; update: The OP3 weapons pack'''&lt;br /&gt;
&lt;br /&gt;
It's almost a tradition by now: here's '''even more [[Weapon|weapons]] for your ballistic pleasure'''. '''23''' new stock firearms, '''2''' new calibers, '''one''' new underbarrel shotgun, '''2''' new specs docs-only weapons, '''associated new [[weapon accessory|accessories]]''', and '''more'''.&lt;br /&gt;
&lt;br /&gt;
New calibers:&lt;br /&gt;
* '''.44 Special''', the older and shorter variant of [[.44 Magnum]]. Compatible in all .44 Magnum revolvers + the Marlin Model 1894 lever-action rifle.&lt;br /&gt;
* '''.475 Wildey Magnum''', a high-powered, rimless magnum cartridge. ''Wildey's Here'' at last!&lt;br /&gt;
&lt;br /&gt;
New stock firearms:&lt;br /&gt;
* '''Beretta Stampede Marshal''', Class 3 revolver, [[.45 Colt]]&lt;br /&gt;
* '''CETME Ameli''', Class 1 machine gun, [[5.56x45mm NATO]]&lt;br /&gt;
* '''Charter Arms Bulldog''', Class 3 revolver, [[.44 Special]]&lt;br /&gt;
* '''Colt Cobra''', Class 3 revolver, [[.38 Special]]&lt;br /&gt;
* '''DSA SA58 FAL SPR''', Class 1 precision rifle, [[7.62x51mm NATO]]&lt;br /&gt;
* '''FN Herstal M240B''', Class 1 machine gun, [[7.62x51mm NATO]]&lt;br /&gt;
* '''IZHMEKH MP-412 REX''', Class 3 revolver, [[.357 Magnum]]&lt;br /&gt;
* '''KAC Stoner 99 LMG''', Class 1 machine gun, [[5.56x45mm NATO]]&lt;br /&gt;
* '''Kel-Tec RFB''', Class 1 conventional rifle, [[7.62x51mm NATO]]&lt;br /&gt;
* '''MasterPiece Arms MPA57SST''', Class 3 pistol, [[5.7x28mm]]&lt;br /&gt;
* '''Norinco QBZ-03''', Class 1 combat rifle, [[5.8x42mm]]&lt;br /&gt;
* '''Rheinmetall MG3''', Class 1 machine gun, [[7.62x51mm NATO]]&lt;br /&gt;
* '''Ruger LCR CT''', Class 3 revolver, [[.357 Magnum]] with integrated laser sight&lt;br /&gt;
* '''Smith &amp;amp; Wesson Model 24''', Class 3 revolver, [[.44 Special]]&lt;br /&gt;
* '''Smith &amp;amp; Wesson Model 296 Airlite''', Class 3 revolver, [[.44 Special]]&lt;br /&gt;
* '''Smith &amp;amp; Wesson Model 625-6''', Class 3 revolver, [[.45 Colt]]&lt;br /&gt;
* '''Steyr AUG HBAR''', Class 1 machine gun, [[5.56x45mm NATO]]&lt;br /&gt;
* '''Taurus Model 431''', Class 3 revolver, [[.44 Special]]&lt;br /&gt;
* '''Taurus Model 444 Ultra-Lite''', Class 3 revolver, [[.44 Magnum]]&lt;br /&gt;
* '''Taurus Model 450T''', Class 3 revolver, [[.45 Colt]]&lt;br /&gt;
* '''Valmet KvKK 62''', Class 1 machine gun, [[7.62x39mm]]&lt;br /&gt;
* '''Wildey Hunter''', Class 3 pistol, [[.475 Wildey Magnum]]&lt;br /&gt;
* '''ZiD PKM''', Class 1 machine gun, [[7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
New specs-docs only weapons + their associated documents:&lt;br /&gt;
* '''DP-12''' (affectionately called the ''Super Shotgun''), Class 2 shotgun, [[12 gauge]]&lt;br /&gt;
** Specs docs required: '''#DP008:''' Prototype hybrid double barrel/pump-action shotgun blueprints&lt;br /&gt;
** Has the particularity of being the first pump-action double barreled shotgun, and as such, will benefit from unique rules regarding shooting and reloading.&lt;br /&gt;
* '''LMG11''', Class 1 light machine gun, [[4.73x33mm Caseless]]&lt;br /&gt;
** Specs docs required: '''#ON504:''' Prototype caseless light machine gun blueprints + '''#KM991:''' Technical guides for conversion of G11 action into other weapon systems&lt;br /&gt;
** The LMG11 has a 300-round capacity, fed from a special ammunition cassette which essentially acts as a very large capacity magazine.&lt;br /&gt;
&lt;br /&gt;
New magazines and accessories:&lt;br /&gt;
* '''C-More M26 MASS''', magazine-fed underbarrel shotgun, [[12 gauge]]. The M26 MASS comes standard with a 5-round magazine, and is capable of +1.&lt;br /&gt;
* '''200-round PK belt''', suitable for use in the PKM and PKP Pecheneg&lt;br /&gt;
* '''FN FAL 10-round magazine''', suitable for all firearms using FAL mags, and standard on the SA58 FAL SPR.&lt;br /&gt;
* The M26 MASS's '''5-round magazine''' and an extended '''10-round magazine'''.&lt;br /&gt;
* New speedloader: '''.44 Magnum/Special 5-round'''.&lt;br /&gt;
&lt;br /&gt;
New Customs services&lt;br /&gt;
* .44 Special being naturally compatible with all .44 Magnum revolvers, it is now explicitly listed as compatible in all .44 Magnum cylinders of custom Blackhawk and L-Frame revolvers.&lt;br /&gt;
* New minor services: H&amp;amp;K CAWS to '''CAWS Modernized''', H&amp;amp;K G11K2 to '''G11K2 Modernized''', LMG11 to '''LMG11 Modernized''', and LWMMG to '''LWMMG Enhanced'''.&lt;br /&gt;
** The CAWS Modernized will add a NATO-S optic rail, 2 large Light mounts, a front mount compatible with bipod, foregrip and M203PI, and a threaded barrel.&lt;br /&gt;
** The G11K2 Modernized and LMG11 Modernized both add the same modifications: NATO-S optic rail, 2 large Light mounts, and a front mount compatible with bipod, foregrip and M203PI.&lt;br /&gt;
** The LWMMG Enhanced simply allows the weapon to fire [[.338 Lapua Magnum]], for greater damage but increased recoil. Everything else about the weapon remains unchanged ; even the ammo belts required are the same!&lt;br /&gt;
&lt;br /&gt;
Related changes:&lt;br /&gt;
* The pre-existing &amp;quot;.44 Magnum 6-round speedloader&amp;quot; will be renamed '''.44 Magnum/Special 6-round speedloader'''.&lt;br /&gt;
* The M203A1 was scrapped, and the M203 is now compatible with all AR-15s in Rifle or Carbine configuration.&lt;br /&gt;
&lt;br /&gt;
= Older =&lt;br /&gt;
''See [[Guide:Changelog Archive|the Changelog Archive]].''&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2016-02-19T14:19:47Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Week 11, 2016 */ - It is a leap year this year&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''Check this page regularly! Do not forget games you have booked!'' ===&lt;br /&gt;
&lt;br /&gt;
If you wish to reserve a game, head to the [http://webchat.stormbit.net/?channels=mazeworld IRC Channel] and ask to have a spot registered. If you are new to the game or if you don't have any character alive or in stasis at the moment, you will have to register a new [[Contestant]].&lt;br /&gt;
&lt;br /&gt;
In order to register a spot on the schedule, you must give the date and hour at which you will be available, in your time zone - it will then be correlated to the GM's time and, if approved, placed on the schedule.&lt;br /&gt;
&lt;br /&gt;
=== Scheduled games and events ===&lt;br /&gt;
&lt;br /&gt;
* '''Legend:''' Session number, Player name, Contestant name (Visit number, if not 1), date | player time (12h) [zone] / ''GM time (12h) [zone]''&lt;br /&gt;
&lt;br /&gt;
==== Week 10, 2016 ====&lt;br /&gt;
* Monday, February 15th 2016: Open&lt;br /&gt;
* Tuesday, February 16th 2016: Open&lt;br /&gt;
* Wednesday, February 17th 2016: Open&lt;br /&gt;
* Thursday, February 18th 2016: Open&lt;br /&gt;
* Friday, February 19th 2016: Open&lt;br /&gt;
* Saturday, February 20th 2016: '''Session #167:''' Definta, [[Desuta Guneria]] | 21:00 (9 PM) [West Australia] / GM 14:00 (2 PM) [Central Europe]&lt;br /&gt;
* Sunday, February 21st 2016: '''Session #168:''' Auro, [[Becky]] | 14:00 (2 PM) [Greenwich] / GM 15:00 (3 PM) [Central Europe]&lt;br /&gt;
&lt;br /&gt;
==== Week 11, 2016 ====&lt;br /&gt;
* Monday, February 22nd 2016: Open&lt;br /&gt;
* Tuesday, February 23rd 2016: Open&lt;br /&gt;
* Wednesday, February 24th 2016: Open&lt;br /&gt;
* Thursday, February 25th 2016: Open&lt;br /&gt;
* Friday, February 26th 2016: Open&lt;br /&gt;
* Saturday, February 27th 2016: Open&lt;br /&gt;
* Sunday, February 28th 2016: Open&lt;br /&gt;
&lt;br /&gt;
==== Week 12, 2016 ====&lt;br /&gt;
* Monday, February 29th 2016: Open&lt;br /&gt;
* Tuesday, March 1st 2016: Open&lt;br /&gt;
* Wednesday, March 2nd 2016: Open&lt;br /&gt;
* Thursday, March 3rd 2016: Open&lt;br /&gt;
* Friday, March 4th 2016: Open&lt;br /&gt;
* Saturday, March 5th 2016: Open&lt;br /&gt;
* Sunday, March 6th 2016: Open&lt;br /&gt;
&lt;br /&gt;
==== Pending reschedule ====&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2016-02-19T14:18:18Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Week 10, 2016 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''Check this page regularly! Do not forget games you have booked!'' ===&lt;br /&gt;
&lt;br /&gt;
If you wish to reserve a game, head to the [http://webchat.stormbit.net/?channels=mazeworld IRC Channel] and ask to have a spot registered. If you are new to the game or if you don't have any character alive or in stasis at the moment, you will have to register a new [[Contestant]].&lt;br /&gt;
&lt;br /&gt;
In order to register a spot on the schedule, you must give the date and hour at which you will be available, in your time zone - it will then be correlated to the GM's time and, if approved, placed on the schedule.&lt;br /&gt;
&lt;br /&gt;
=== Scheduled games and events ===&lt;br /&gt;
&lt;br /&gt;
* '''Legend:''' Session number, Player name, Contestant name (Visit number, if not 1), date | player time (12h) [zone] / ''GM time (12h) [zone]''&lt;br /&gt;
&lt;br /&gt;
==== Week 10, 2016 ====&lt;br /&gt;
* Monday, February 15th 2016: Open&lt;br /&gt;
* Tuesday, February 16th 2016: Open&lt;br /&gt;
* Wednesday, February 17th 2016: Open&lt;br /&gt;
* Thursday, February 18th 2016: Open&lt;br /&gt;
* Friday, February 19th 2016: Open&lt;br /&gt;
* Saturday, February 20th 2016: '''Session #167:''' Definta, [[Desuta Guneria]] | 21:00 (9 PM) [West Australia] / GM 14:00 (2 PM) [Central Europe]&lt;br /&gt;
* Sunday, February 21st 2016: '''Session #168:''' Auro, [[Becky]] | 14:00 (2 PM) [Greenwich] / GM 15:00 (3 PM) [Central Europe]&lt;br /&gt;
&lt;br /&gt;
==== Week 11, 2016 ====&lt;br /&gt;
* Monday, February 22nd 2016: Open&lt;br /&gt;
* Tuesday, February 23rd 2016: Open&lt;br /&gt;
* Wednesday, February 24th 2016: Open&lt;br /&gt;
* Thursday, February 25th 2016: Open&lt;br /&gt;
* Friday, February 26th 2016: Open&lt;br /&gt;
* Saturday, February 27th 2016: Open&lt;br /&gt;
* Sunday, February 28th 2016: Open&lt;br /&gt;
&lt;br /&gt;
==== Week 11, 2016 ====&lt;br /&gt;
* Monday, March 1st 2016: Open&lt;br /&gt;
* Tuesday, March 2nd 2016: Open&lt;br /&gt;
* Wednesday, March 3rd 2016: Open&lt;br /&gt;
* Thursday, March 4th 2016: Open&lt;br /&gt;
* Friday, March 5th 2016: Open&lt;br /&gt;
* Saturday, March 6th 2016: Open&lt;br /&gt;
* Sunday, March 7th 2016: Open&lt;br /&gt;
&lt;br /&gt;
==== Pending reschedule ====&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/List_of_belts</id>
		<title>List of belts</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/List_of_belts"/>
				<updated>2016-02-19T13:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of all types of utility belts in the Mazes.&lt;br /&gt;
&lt;br /&gt;
*Note: All Belts contain the ability to carry Key Items as well as inventory. Without a Belt, the only Key Items which one can carry is the Amulets.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
* ''General capacity'': LBE's &amp;quot;main inventory&amp;quot; section which can carry items of any types, up to the max weight listed.&lt;br /&gt;
* ''Special carry'': Also known more colloquially as a &amp;quot;pouch&amp;quot;, it is a special section of the LBE where only specific items, of the listed type and max weight, can be carried; typically into specialized pockets, pouches, or ring loops; thus the nickname &amp;quot;pouch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Abbreviations used ==&lt;br /&gt;
* The &amp;quot;C&amp;quot; in &amp;quot;C1/C2/C3/C4/C5&amp;quot;: '''Class''', as in weapon class.&lt;br /&gt;
** &amp;quot;C3 wpn only&amp;quot; means '''Class 3 weapons only'''.&lt;br /&gt;
** &amp;quot;C1-C3&amp;quot;: '''Classes 1 to 3''' (when referring to a range of weapon classes)&lt;br /&gt;
* &amp;quot;wpn&amp;quot; : '''Weapon'''&lt;br /&gt;
* &amp;quot;max wgt&amp;quot;: '''Maximum weight'''&lt;br /&gt;
* &amp;quot;max tier&amp;quot;: '''Maximum magazine size tier'''&lt;br /&gt;
* &amp;quot;Mags&amp;quot;: '''Magazines'''&lt;br /&gt;
** &amp;quot;max mag capacity&amp;quot;: '''Maximum magazine capacity'''&lt;br /&gt;
* &amp;quot;Drums&amp;quot;: '''Drum magazines'''&lt;br /&gt;
* &amp;quot;Belts&amp;quot;: '''Ammunition belts''' (such as those used in certain machine guns)&lt;br /&gt;
* &amp;quot;S-ldr&amp;quot;: '''Speedloader'''&lt;br /&gt;
* &amp;quot;S-strip&amp;quot;: '''Speed strip'''&lt;br /&gt;
* &amp;quot;GL&amp;quot;: '''Grenade launcher'''&lt;br /&gt;
* &amp;quot;RL&amp;quot;: '''Rocket launcher'''&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''General capacity'''&lt;br /&gt;
| '''Special carry 1'''&lt;br /&gt;
| '''Special carry 2'''&lt;br /&gt;
| '''Special carry 3'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
|-&lt;br /&gt;
| Basic utility belt&lt;br /&gt;
| 0 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 5 P$&lt;br /&gt;
|-&lt;br /&gt;
| Cartridge carrier&lt;br /&gt;
| 0 units&lt;br /&gt;
| Ammo (Pistol or rifle rounds only, max 15)&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 150 P$&lt;br /&gt;
|-&lt;br /&gt;
| Dump belt&lt;br /&gt;
| 8 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 280 P$&lt;br /&gt;
|-&lt;br /&gt;
| Eagle battle belt&lt;br /&gt;
| 4 units&lt;br /&gt;
| Ammo 1 (2 mags only, max tier: Medium)&lt;br /&gt;
| Ammo 2 (2 pistol mags only, max tier: Small)&lt;br /&gt;
| Spare wpn. (1x C3 wpn only, max wgt 3)&lt;br /&gt;
| 250 P$&lt;br /&gt;
|-&lt;br /&gt;
| Gunfighter belt&lt;br /&gt;
| 0 units&lt;br /&gt;
| Ammo 1 (4 pistol mags only, max tier: Small)&lt;br /&gt;
| Ammo 2 (S-ldr and S-strip only, max 4)&lt;br /&gt;
| ''None''&lt;br /&gt;
| 100 P$&lt;br /&gt;
|-&lt;br /&gt;
| LE duty belt&lt;br /&gt;
| 2 units&lt;br /&gt;
| Ammo 1 (4 pistol mags only, max tier: Small)&lt;br /&gt;
| Spare wpn. (1x C3 wpn only, max wgt 3)&lt;br /&gt;
| ''None''&lt;br /&gt;
| 150 P$&lt;br /&gt;
|-&lt;br /&gt;
| Shotshell carrier&lt;br /&gt;
| 0 units&lt;br /&gt;
| Ammo (Shotgun shells only, max 25)&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 150 P$&lt;br /&gt;
|-&lt;br /&gt;
| TT-GL belt&lt;br /&gt;
| 0 units&lt;br /&gt;
| Ammo (GL grenades only, max 12)&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 120 P$&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Load-bearing gear]]&lt;br /&gt;
* [[List of tactical vests]] - [[List of backpacks]] - [[List of belts]] - [[List of leg rigs]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Weapon</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Weapon"/>
				<updated>2016-02-19T13:36:20Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Weapon rarity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are an essential aspect of the game, and a necessary type of item to have better chances to survive in [[Mazeworld]]. Weapons come into various shapes and sizes. They are classed in several categories, called Classes. It must be noted that if the majority of weapons in Mazeworld are firearms, there is also a variety of non-firearm weapons, as well as the possibility for a contestant to fight bare-handed should he/she wishes to, or the situation become dire or the [[Ammunition|ammunition]] scarce.&lt;br /&gt;
&lt;br /&gt;
= How to use weapons =&lt;br /&gt;
&lt;br /&gt;
=== Finding and taking weapons ===&lt;br /&gt;
In most cases, the [[Contestant|contestant]] is able to obtain weapons by finding them on the ground, but they may also salvage them from dead [[Encounters|enemies]], or buy them at a [[Gun shop|gun shop]], [[Weapon shop|weapon shop]], or [[Forge|forge]], depending on its type. Encounters with randomly generated weapons may also have random weapon accessories, ammunition types, ammunition quantity, and maintenance statistics.&lt;br /&gt;
&lt;br /&gt;
A weapon that is worn on the [[Contestant|contestant]]'s person is called an '''equipped weapon''' and is readily available at any moment for fights or whatever purpose needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
A weapon that is carried in the [[Backpack|backpack]] is called a '''spare weapon'''. It is NOT usable by the contestant unless he/she swaps it into an '''equipped''' one.&lt;br /&gt;
&lt;br /&gt;
==== Weapon equipment slots ====&lt;br /&gt;
As is described on the [[inventory sheet]], and much like [[clothing and armor]], a Contestant can '''equip''' weapons so that they are essentially worn on his/her body. Equipped weapons are always immediately accessible, but there are limits on how many weapons can be equipped at any one time, and of which weapon classes. Weapons meant to be equipped are placed in '''equipment slots''', which are as follow:&lt;br /&gt;
&lt;br /&gt;
* '''First primary weapon''': Can be filled with one weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Second primary weapon''': Can be filled with one weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Auxiliary weapon''': Can be filled with one Class 2 weapon only.&lt;br /&gt;
* '''First sidearm holster''': Can be filled with one weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Second sidearm holster''': Can be filled with one weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Handgear''': Can be filled with Handgear only.&lt;br /&gt;
&lt;br /&gt;
=== Weapon actions ===&lt;br /&gt;
Firearms may have different '''actions and fire modes'''. Weapon descriptions list what kind of action they are; depending on the type, its user can fire a certain amount of shots per turn. When the Contestant wishes to use a weapon, the proper fire mode must be announced by the player. The different fire modes are resumed below:&lt;br /&gt;
*Full-auto mode is regulated by the '''full-auto fire rules'''. See below for details.&lt;br /&gt;
*Semi-auto mode and double-action weapons allow '''up to 10 shots per turn'''.&lt;br /&gt;
*Burst-fire mode is a compromise between full-auto and semi-auto, as it allows firing a set amount of shots per burst, usually 2 or 3 depending on the weapon. Burst mode allows '''up to 5 bursts per turn'''.&lt;br /&gt;
*Lever-action and pump-action weapons allow '''up to 5 shots per turn'''.&lt;br /&gt;
*Bolt-action and single-action weapons allow '''up to 3 shots per turn'''.&lt;br /&gt;
&lt;br /&gt;
Melee weapons may also have modes, which describe what sort of action is employed, and its associated damage type, such as '''Slash''' for Sharp-type damage, or '''Stab''' for Piercing-type damage. Certain modes even allow some melee weapons to be used in different manners, e.g. a Ranged attack.&lt;br /&gt;
&lt;br /&gt;
All possible modes a weapon is capable of are always listed with its event line.&lt;br /&gt;
&lt;br /&gt;
==== Full-auto fire ====&lt;br /&gt;
Weapons capable of firing in full-auto mode possess a statistic called '''AutoROF''', which stands for &amp;quot;automatic rate of fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Instead of choosing a specific amount of shots or trigger pulls, a player wishing to have their Contestant fire in full-auto must instead pick a '''trigger pull length'''.&lt;br /&gt;
The actual amount of shots fired from an automatic weapon will vary, depending on the combination of both trigger pull length and AutoROF stat.&lt;br /&gt;
&lt;br /&gt;
'''AutoROF''' is a numerical value which corresponds roughly to half the firearm's real-life rate of fire in rounds per second (RPS), rounded up.&lt;br /&gt;
* The Kalashnikov AKM has a rate of fire of 600 RPM, or 10 RPS, which translates into an AutoROF stat of '''5'''.&lt;br /&gt;
* Conversely, the Colt M4A1's rate of fire is 900 RPM, or 15 RPS, which translates into an AutoROF stat of '''8''' (7.5 rounded up). &lt;br /&gt;
&lt;br /&gt;
The '''trigger pull length''' system offers players the ability to fire bursts of variable lengths, informally called '''&amp;quot;pull speeds&amp;quot;'''. There are four different speeds:&lt;br /&gt;
* '''I - Short''': Amount of shots fired is equal to '''1d''AutoROF'''''. (Examples; AKM: 1d5 shots, M4A1: 1d8 shots)&lt;br /&gt;
* '''II - Medium''': Amount of shots fired: '''2d''AutoROF'''''. (Examples; AKM: 2d5 shots, M4A1: 2d8 shots)&lt;br /&gt;
* '''III - Long''': Amount of shots fired: '''5d''AutoROF'''''. (Examples; AKM: 5d5 shots, M4A1: 5d8 shots)&lt;br /&gt;
* '''IV - Magdump''': Amount of shots fired is always equal to '''AutoROF value * 10''' (AKM: 50 shots ; M4A1: 80 shots)&lt;br /&gt;
** '''WARNING:''' If a Contestant chooses to magdump, and there is still ammunition left in the weapon after their turn is over, '''they will be forced to attack on the next turn, with the same weapon and fire mode''', until the weapon is empty or malfunctions. Beware: if it happens, Recoil carries over from last turn, and so does any loss of accuracy due to Recoil!&lt;br /&gt;
** '''NOTE:''' If the fight ends and the magdump isn't technically finished, the remaining shots are not fired.&lt;br /&gt;
&lt;br /&gt;
==== Dual wielding ====&lt;br /&gt;
It is possible to '''dual wield''' weapons (also known as '''two-weaponing'''), though there are certain rules to observe regarding this practice.&lt;br /&gt;
&lt;br /&gt;
* The dual-wielding malus is essentially a '''one-handed malus applied to the weapons in both hands'''.&lt;br /&gt;
** One-handed holding a Class 3 or Class 5S weapon imparts a FT+2 penalty for that weapon.&lt;br /&gt;
** Any other weapon not belonging to these classes has an FT+4 penalty. In short, don't dual-wield rifles, it's a Bad Idea™.&lt;br /&gt;
&lt;br /&gt;
* The initiative score of a dual-wielding character is equal to the sum of both weapons, after all IS modifiers, if any, have been applied to each.&lt;br /&gt;
&lt;br /&gt;
* 2d6 strings must be rolled for each weapon when used depending on how many rounds fired/hits attempted with each, as though they were used individually.&lt;br /&gt;
** Class 5 Short weapons can still be used in melee up to 3 times in a row, per turn and per weapon.&lt;br /&gt;
&lt;br /&gt;
* Only Sidearms can be dual-wielded, at the exception of [[Tekko-kagi]], which cannot be used in conjuction with a second weapon.&lt;br /&gt;
&lt;br /&gt;
* Regarding [[weapon accessory|weapon accessories]], '''front mount''' accessories will not provide their bonus.&lt;br /&gt;
&lt;br /&gt;
==== Other special actions ====&lt;br /&gt;
* Aiming a weapon sideways (&amp;quot;Gangsta-style&amp;quot;) imposes a '''FT+2''' penalty, and '''prevents the use of optics and front mount accessories''' (if applicable).&lt;br /&gt;
** The same penalty is applied to firearms fired from the hip.&lt;br /&gt;
* &amp;quot;Fanning&amp;quot; a single-action revolver involves firing it from the hip while rapidly cocking it in order to achieve a faster rate of fire. It imposes an '''FT+2''' penalty and the '''inability to use optics and front mounts''' (if applicable), however this allows single-action revolvers to be fired at the same rate as double-action revolvers.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The [[Damage chart|damage chart]] of a weapon, if not a melee weapon, is determined by the [[Ammunition|ammunition]] it uses; as such, for more information about how much it will hurt a target depending on its [[Protection chart|armor class]], check the corresponding article of its [[Ammunition|ammunition]] used.&lt;br /&gt;
&lt;br /&gt;
=== Reloading weapons ===&lt;br /&gt;
When outside combat, any weapon reloading or magazine (or eqv.) refilling is considered to not take any turns. It becomes a free action, of sorts.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
* The standard reloading action always takes '''1 turn''' to perform.&lt;br /&gt;
** If the weapon uses magazines, en-bloc clips, or ammunition belts, the old one will be dropped on the floor, the new one being used to feed the weapon.&lt;br /&gt;
** If the weapon uses speedloaders, stripper clips, or speed strips, ammunition is removed from them in order to feed the weapon, then they are dropped on the floor during the reloading process.&lt;br /&gt;
* Take good note of dropped items if your Contestant had to reload during combat, so as to not forget magazines (or eqv.) behind!&lt;br /&gt;
** It is possible to verbally announce the magazines/etc. are '''swapped''' instead, so that the old mag (or eqv.) goes in the inventory (if accessible, see [[LBE#Capacity]]). Doing so is optional and does not take additional time.&lt;br /&gt;
* If the weapon has to be reloaded manually (from loose rounds), the contestant may reload '''up to 3 rounds in 1 turn'''. &lt;br /&gt;
* Likewise for magazines/other feeding systems, if the user chooses to refill them in the middle of combat, '''up to 3 rounds per turn''' only.&lt;br /&gt;
* Chamber-loading a firearm, either to refill it to maximum capacity including +1 (see below for more info), or because the magazine is missing, '''is an action which takes 1 turn on its own'''.&lt;br /&gt;
** Example: When reloading a Tokarev TT-33, which has an 8-round magazine, refilling the magazine (8 rounds) plus the weapon (chamber-loading) would take 4 turns. While the total amount of rounds is indeed 9 (8+1), the magazine and the chamber-loading are treated as being separate reloading instances; thus explaining why it doesn't take 3 turns.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' A majority of firearms have a capacity written as &amp;quot;xx'''+1'''&amp;quot;. This denotes &amp;quot;xx rounds of ammunition in the (magazine, etc.) '''plus 1''' in the chamber&amp;quot;. Removing the magazine of a weapon does not remove the round in the chamber. Keep it in mind. It is possible to fire a weapon without a magazine but with a round in said chamber. Removing this round from the chamber is possible, if verbally announced during a reload (in which case, it will be part of the reloading and will take one turn only).&lt;br /&gt;
*'''Not all firearms are subject to the +1 rule;''' those that don't typically are: Belt-fed light machine guns, bolt-action weapons not using detachable box magazines, revolvers, multiple-barreled firearms, open-bolt firearms (they do not chamber a round when cocked), single-shot weapons. Such weapons are marked with a '''No +1''' tag on the lists of weapons, and will be further described as such on their description pages.&lt;br /&gt;
&lt;br /&gt;
==== Special reloading rules ====&lt;br /&gt;
Certain weapons may follow specific rules that are enacted depending on their action. They are the following:&lt;br /&gt;
&lt;br /&gt;
*[[Bow|Bows]], [[Crossbow|crossbows]], [[Fukiya]], single-shot firearms and [[Taser X26c]]: Can be reloaded the same turn they've been fired.&lt;br /&gt;
*Single-shot firearms (including multiple barreled firearms): These weapons can be emptied and refilled in the same turn they've been fired.&lt;br /&gt;
*Bolt-actions with internal magazines: If reloading with loose rounds, can fire ONE round and be reloaded with ONE round, in the same turn.&lt;br /&gt;
*Pump-actions, lever-actions and weapons with internal magazines/tubes: If reloading with loose rounds, can be reloaded and fire in the same turn, but if done, consider that reloading one shell takes away TWO max shots per turn. As a remainder, these action types have a maximum of 5 shots per turn (10 for semi-automatics).&lt;br /&gt;
** Example 1: Reloading 1 shell = Can shoot up to 3 times in the same turn (Semi-automatics allow up to 8).&lt;br /&gt;
** Example 2: Reloading 2 shells = Can shoot once in the same turn (Semi-automatics allow up to 6).&lt;br /&gt;
** Example 3: Reloading the maximum of 3 shells = Can't shoot in the same turn.&lt;br /&gt;
*Single-action revolvers: They REQUIRE one turn to eject all the fired rounds before being able to load new ones. The contestant must make sure not to have to reload during battle, as the &amp;quot;3 rounds per turn&amp;quot; rule still applies. Using a speed strip reduces the reloading process to 2 turns, 1 to eject the spent ones, 1 to insert all the rounds on the strip.&lt;br /&gt;
&lt;br /&gt;
=== Swapping and disposing of weapons ===&lt;br /&gt;
When outside combat, the general rule to remember is that there must be space for the desired weapons, either in the equipment or in the backpack, if the contestant wants to carry new ones. It is tolerated to pick up and temporarily use weapons of a given Class even if the contestant already carries a weapon of the same Class (without having it in hands). See below for in combat rules.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
*Swapping weapons between two weapons in active '''equipment''' takes no turns and is a free action.&lt;br /&gt;
*Swapping weapons between an '''equipped''' and a '''spare''' one requires one turn.&lt;br /&gt;
*Dropping a previously equipped or temporary in-hands weapon takes no turns and is a free action.&lt;br /&gt;
*Dropping a previously spare weapon takes '''one turn'''.&lt;br /&gt;
*Picking up a weapon is not equipped (spared in the inventory, or on the floor) takes no turns and is a free action, under certain conditions:&lt;br /&gt;
** The weapon has to be immediately accessible: spared in a piece of [[LBE]] (if in a backpack, it must be set down first), or on the floor (only if the Contestant is on the same side as the desired item ; see '''NOTE2''' below)&lt;br /&gt;
** This rule is valid for non-weapons as well - [[LBE|other items]] can be immediately used if they are ''immediately accessible'' as well.&lt;br /&gt;
** It is tolerated to carry a weapon in hands even if its Class is already occupied by another weapon in the equipment. A contestant can carry, for example, a Class 1 light machine gun on his/her back, and fire a Class 1 assault rifle. He/she simply won't be able to spare the assault rifle.&lt;br /&gt;
*Passing a weapon to an ally, teammate or similar, takes '''one turn''' for each. Receiving one from them is a free action as long as the receiving hands are free. (Both need to be free regardless of the weapon!)&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Please take note that certain weapons are considered '''unsparable''' due to their size, too big for a backpack. Please refer to the individual articles of every weapon to know about their weight.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' If the contestant intends to grab an item on the floor while in combat, he or she must be sure it can be reached. See [[Gameplay mechanics#Battlespace|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Firearm maintenance ===&lt;br /&gt;
''More information on this article: [[Firearm maintenance]]''&lt;br /&gt;
&lt;br /&gt;
==== Weapon rarity ====&lt;br /&gt;
Weapons are generated using a rarity system, which regulates rarity according to shop value. The higher the rarity level, the less chances such a weapon may be generated.&lt;br /&gt;
&lt;br /&gt;
Firearms and melee weapons are graded on two separate rarity scales:&lt;br /&gt;
&lt;br /&gt;
Firearms (Class 1-3):&lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 48%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 33%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 10%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 6%&lt;br /&gt;
* Rarity 5: &amp;lt;span style=&amp;quot;color: #CC0000&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; - Chance to generate: 2.5%&lt;br /&gt;
* Rarity 6: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Extraordinary&amp;lt;/span&amp;gt; - Chance to generate: 0.5%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.&lt;br /&gt;
&lt;br /&gt;
Melee weapons (Class 5L, 5S and Handgear): &lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 55%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 26.5%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 12.5%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 6%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.&lt;br /&gt;
&lt;br /&gt;
= Lists of weapons =&lt;br /&gt;
&lt;br /&gt;
There is a grand total of '''562''' weapons that can be used by the [[contestant]] in MazeWorld.&lt;br /&gt;
* 195 Class 1 weapons&lt;br /&gt;
* 69 Class 2 weapons&lt;br /&gt;
* 162 Class 3 weapons&lt;br /&gt;
* 20 Class 4 weapons&lt;br /&gt;
* 76 Class 5 weapons (including 33 C5 Long and 43 C5 Short)&lt;br /&gt;
* 4 Handgear items, which can be considered weapons on their own&lt;br /&gt;
* 8 [[Weapon accessory#Underbarrel_grenade_launchers|UGLs]], which can be considered weapons on their own&lt;br /&gt;
* 2 [[Weapon accessory#Underbarrel_shotguns|USGs]], which can be considered weapons on their own&lt;br /&gt;
* 26 [[Weapon accessory#Bayonets|Knife-bayonets]], which can be used as Class 5S weapons if so desired&lt;br /&gt;
&lt;br /&gt;
=== Class 1 weapons ===&lt;br /&gt;
Class 1 weapons cover the majority of the long arms of the game. They are generally reliable and powerful, and intended to be used as primary ranged weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 1 Weapons|List of Class 1 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 2 weapons ===&lt;br /&gt;
Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and shotguns of the game. With varying power and ammunition types, they may not always be as powerful as Class 1 weapons, but are as versatile and may serve as potent auxiliary weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 2 Weapons|List of Class 2 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 3 weapons ===&lt;br /&gt;
Class 3 weapons cover the one-handed weapons of the game, such as handguns, machine pistols, compact submachine guns and sawed-off shotguns. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup weapon to hand-cannon.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 3 Weapons|List of Class 3 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 4 weapons ===&lt;br /&gt;
Class 4 weapons cover the explosives and grenades of the game. Being explosives, weapons of this class are one-use only, but very devastating when used properly. It must be noted that Class 4 weapons are considered to be two-handed weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 4 Weapons|List of Class 4 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 5 weapons ===&lt;br /&gt;
Class 5 weapons cover the melee weapons and the rare few non-firearm ranged weapons of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Class 5 weapons are separated in two subcategories: '''Short''' (one-handed) and '''Long''' (two-handed).&amp;lt;br /&amp;gt;&lt;br /&gt;
Weapons in this class are of various sizes and nature, as such '''they are worn in different ways each'''. Except in rare cases, their chief advantage is that they use no ammunition, but require the contestant to be close from their target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 5 Weapons|List of Class 5 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Handgear ===&lt;br /&gt;
Technically being both [[Clothing and armor|clothing]] and weapons, Handgear are a weapon Class on their own, as they affect the power of the Contestant's punches. Hand-to-hand combat is generally represented as [[unarmed combat]], though wearing better handgear improves efficiency - both as weapons and as protective gear.&amp;lt;Br/&amp;gt;&lt;br /&gt;
Handgear are the only items that will protect the contestant from [[Wound|injuries]] to the hands. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Handgear]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Weapon accessory]]&lt;br /&gt;
*[[Supply crate]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[LBE]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Weapon</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Weapon"/>
				<updated>2016-02-19T13:33:33Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Dual wielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are an essential aspect of the game, and a necessary type of item to have better chances to survive in [[Mazeworld]]. Weapons come into various shapes and sizes. They are classed in several categories, called Classes. It must be noted that if the majority of weapons in Mazeworld are firearms, there is also a variety of non-firearm weapons, as well as the possibility for a contestant to fight bare-handed should he/she wishes to, or the situation become dire or the [[Ammunition|ammunition]] scarce.&lt;br /&gt;
&lt;br /&gt;
= How to use weapons =&lt;br /&gt;
&lt;br /&gt;
=== Finding and taking weapons ===&lt;br /&gt;
In most cases, the [[Contestant|contestant]] is able to obtain weapons by finding them on the ground, but they may also salvage them from dead [[Encounters|enemies]], or buy them at a [[Gun shop|gun shop]], [[Weapon shop|weapon shop]], or [[Forge|forge]], depending on its type. Encounters with randomly generated weapons may also have random weapon accessories, ammunition types, ammunition quantity, and maintenance statistics.&lt;br /&gt;
&lt;br /&gt;
A weapon that is worn on the [[Contestant|contestant]]'s person is called an '''equipped weapon''' and is readily available at any moment for fights or whatever purpose needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
A weapon that is carried in the [[Backpack|backpack]] is called a '''spare weapon'''. It is NOT usable by the contestant unless he/she swaps it into an '''equipped''' one.&lt;br /&gt;
&lt;br /&gt;
==== Weapon equipment slots ====&lt;br /&gt;
As is described on the [[inventory sheet]], and much like [[clothing and armor]], a Contestant can '''equip''' weapons so that they are essentially worn on his/her body. Equipped weapons are always immediately accessible, but there are limits on how many weapons can be equipped at any one time, and of which weapon classes. Weapons meant to be equipped are placed in '''equipment slots''', which are as follow:&lt;br /&gt;
&lt;br /&gt;
* '''First primary weapon''': Can be filled with one weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Second primary weapon''': Can be filled with one weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Auxiliary weapon''': Can be filled with one Class 2 weapon only.&lt;br /&gt;
* '''First sidearm holster''': Can be filled with one weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Second sidearm holster''': Can be filled with one weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Handgear''': Can be filled with Handgear only.&lt;br /&gt;
&lt;br /&gt;
=== Weapon actions ===&lt;br /&gt;
Firearms may have different '''actions and fire modes'''. Weapon descriptions list what kind of action they are; depending on the type, its user can fire a certain amount of shots per turn. When the Contestant wishes to use a weapon, the proper fire mode must be announced by the player. The different fire modes are resumed below:&lt;br /&gt;
*Full-auto mode is regulated by the '''full-auto fire rules'''. See below for details.&lt;br /&gt;
*Semi-auto mode and double-action weapons allow '''up to 10 shots per turn'''.&lt;br /&gt;
*Burst-fire mode is a compromise between full-auto and semi-auto, as it allows firing a set amount of shots per burst, usually 2 or 3 depending on the weapon. Burst mode allows '''up to 5 bursts per turn'''.&lt;br /&gt;
*Lever-action and pump-action weapons allow '''up to 5 shots per turn'''.&lt;br /&gt;
*Bolt-action and single-action weapons allow '''up to 3 shots per turn'''.&lt;br /&gt;
&lt;br /&gt;
Melee weapons may also have modes, which describe what sort of action is employed, and its associated damage type, such as '''Slash''' for Sharp-type damage, or '''Stab''' for Piercing-type damage. Certain modes even allow some melee weapons to be used in different manners, e.g. a Ranged attack.&lt;br /&gt;
&lt;br /&gt;
All possible modes a weapon is capable of are always listed with its event line.&lt;br /&gt;
&lt;br /&gt;
==== Full-auto fire ====&lt;br /&gt;
Weapons capable of firing in full-auto mode possess a statistic called '''AutoROF''', which stands for &amp;quot;automatic rate of fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Instead of choosing a specific amount of shots or trigger pulls, a player wishing to have their Contestant fire in full-auto must instead pick a '''trigger pull length'''.&lt;br /&gt;
The actual amount of shots fired from an automatic weapon will vary, depending on the combination of both trigger pull length and AutoROF stat.&lt;br /&gt;
&lt;br /&gt;
'''AutoROF''' is a numerical value which corresponds roughly to half the firearm's real-life rate of fire in rounds per second (RPS), rounded up.&lt;br /&gt;
* The Kalashnikov AKM has a rate of fire of 600 RPM, or 10 RPS, which translates into an AutoROF stat of '''5'''.&lt;br /&gt;
* Conversely, the Colt M4A1's rate of fire is 900 RPM, or 15 RPS, which translates into an AutoROF stat of '''8''' (7.5 rounded up). &lt;br /&gt;
&lt;br /&gt;
The '''trigger pull length''' system offers players the ability to fire bursts of variable lengths, informally called '''&amp;quot;pull speeds&amp;quot;'''. There are four different speeds:&lt;br /&gt;
* '''I - Short''': Amount of shots fired is equal to '''1d''AutoROF'''''. (Examples; AKM: 1d5 shots, M4A1: 1d8 shots)&lt;br /&gt;
* '''II - Medium''': Amount of shots fired: '''2d''AutoROF'''''. (Examples; AKM: 2d5 shots, M4A1: 2d8 shots)&lt;br /&gt;
* '''III - Long''': Amount of shots fired: '''5d''AutoROF'''''. (Examples; AKM: 5d5 shots, M4A1: 5d8 shots)&lt;br /&gt;
* '''IV - Magdump''': Amount of shots fired is always equal to '''AutoROF value * 10''' (AKM: 50 shots ; M4A1: 80 shots)&lt;br /&gt;
** '''WARNING:''' If a Contestant chooses to magdump, and there is still ammunition left in the weapon after their turn is over, '''they will be forced to attack on the next turn, with the same weapon and fire mode''', until the weapon is empty or malfunctions. Beware: if it happens, Recoil carries over from last turn, and so does any loss of accuracy due to Recoil!&lt;br /&gt;
** '''NOTE:''' If the fight ends and the magdump isn't technically finished, the remaining shots are not fired.&lt;br /&gt;
&lt;br /&gt;
==== Dual wielding ====&lt;br /&gt;
It is possible to '''dual wield''' weapons (also known as '''two-weaponing'''), though there are certain rules to observe regarding this practice.&lt;br /&gt;
&lt;br /&gt;
* The dual-wielding malus is essentially a '''one-handed malus applied to the weapons in both hands'''.&lt;br /&gt;
** One-handed holding a Class 3 or Class 5S weapon imparts a FT+2 penalty for that weapon.&lt;br /&gt;
** Any other weapon not belonging to these classes has an FT+4 penalty. In short, don't dual-wield rifles, it's a Bad Idea™.&lt;br /&gt;
&lt;br /&gt;
* The initiative score of a dual-wielding character is equal to the sum of both weapons, after all IS modifiers, if any, have been applied to each.&lt;br /&gt;
&lt;br /&gt;
* 2d6 strings must be rolled for each weapon when used depending on how many rounds fired/hits attempted with each, as though they were used individually.&lt;br /&gt;
** Class 5 Short weapons can still be used in melee up to 3 times in a row, per turn and per weapon.&lt;br /&gt;
&lt;br /&gt;
* Only Sidearms can be dual-wielded, at the exception of [[Tekko-kagi]], which cannot be used in conjuction with a second weapon.&lt;br /&gt;
&lt;br /&gt;
* Regarding [[weapon accessory|weapon accessories]], '''front mount''' accessories will not provide their bonus.&lt;br /&gt;
&lt;br /&gt;
==== Other special actions ====&lt;br /&gt;
* Aiming a weapon sideways (&amp;quot;Gangsta-style&amp;quot;) imposes a '''FT+2''' penalty, and '''prevents the use of optics and front mount accessories''' (if applicable).&lt;br /&gt;
** The same penalty is applied to firearms fired from the hip.&lt;br /&gt;
* &amp;quot;Fanning&amp;quot; a single-action revolver involves firing it from the hip while rapidly cocking it in order to achieve a faster rate of fire. It imposes an '''FT+2''' penalty and the '''inability to use optics and front mounts''' (if applicable), however this allows single-action revolvers to be fired at the same rate as double-action revolvers.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The [[Damage chart|damage chart]] of a weapon, if not a melee weapon, is determined by the [[Ammunition|ammunition]] it uses; as such, for more information about how much it will hurt a target depending on its [[Protection chart|armor class]], check the corresponding article of its [[Ammunition|ammunition]] used.&lt;br /&gt;
&lt;br /&gt;
=== Reloading weapons ===&lt;br /&gt;
When outside combat, any weapon reloading or magazine (or eqv.) refilling is considered to not take any turns. It becomes a free action, of sorts.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
* The standard reloading action always takes '''1 turn''' to perform.&lt;br /&gt;
** If the weapon uses magazines, en-bloc clips, or ammunition belts, the old one will be dropped on the floor, the new one being used to feed the weapon.&lt;br /&gt;
** If the weapon uses speedloaders, stripper clips, or speed strips, ammunition is removed from them in order to feed the weapon, then they are dropped on the floor during the reloading process.&lt;br /&gt;
* Take good note of dropped items if your Contestant had to reload during combat, so as to not forget magazines (or eqv.) behind!&lt;br /&gt;
** It is possible to verbally announce the magazines/etc. are '''swapped''' instead, so that the old mag (or eqv.) goes in the inventory (if accessible, see [[LBE#Capacity]]). Doing so is optional and does not take additional time.&lt;br /&gt;
* If the weapon has to be reloaded manually (from loose rounds), the contestant may reload '''up to 3 rounds in 1 turn'''. &lt;br /&gt;
* Likewise for magazines/other feeding systems, if the user chooses to refill them in the middle of combat, '''up to 3 rounds per turn''' only.&lt;br /&gt;
* Chamber-loading a firearm, either to refill it to maximum capacity including +1 (see below for more info), or because the magazine is missing, '''is an action which takes 1 turn on its own'''.&lt;br /&gt;
** Example: When reloading a Tokarev TT-33, which has an 8-round magazine, refilling the magazine (8 rounds) plus the weapon (chamber-loading) would take 4 turns. While the total amount of rounds is indeed 9 (8+1), the magazine and the chamber-loading are treated as being separate reloading instances; thus explaining why it doesn't take 3 turns.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' A majority of firearms have a capacity written as &amp;quot;xx'''+1'''&amp;quot;. This denotes &amp;quot;xx rounds of ammunition in the (magazine, etc.) '''plus 1''' in the chamber&amp;quot;. Removing the magazine of a weapon does not remove the round in the chamber. Keep it in mind. It is possible to fire a weapon without a magazine but with a round in said chamber. Removing this round from the chamber is possible, if verbally announced during a reload (in which case, it will be part of the reloading and will take one turn only).&lt;br /&gt;
*'''Not all firearms are subject to the +1 rule;''' those that don't typically are: Belt-fed light machine guns, bolt-action weapons not using detachable box magazines, revolvers, multiple-barreled firearms, open-bolt firearms (they do not chamber a round when cocked), single-shot weapons. Such weapons are marked with a '''No +1''' tag on the lists of weapons, and will be further described as such on their description pages.&lt;br /&gt;
&lt;br /&gt;
==== Special reloading rules ====&lt;br /&gt;
Certain weapons may follow specific rules that are enacted depending on their action. They are the following:&lt;br /&gt;
&lt;br /&gt;
*[[Bow|Bows]], [[Crossbow|crossbows]], [[Fukiya]], single-shot firearms and [[Taser X26c]]: Can be reloaded the same turn they've been fired.&lt;br /&gt;
*Single-shot firearms (including multiple barreled firearms): These weapons can be emptied and refilled in the same turn they've been fired.&lt;br /&gt;
*Bolt-actions with internal magazines: If reloading with loose rounds, can fire ONE round and be reloaded with ONE round, in the same turn.&lt;br /&gt;
*Pump-actions, lever-actions and weapons with internal magazines/tubes: If reloading with loose rounds, can be reloaded and fire in the same turn, but if done, consider that reloading one shell takes away TWO max shots per turn. As a remainder, these action types have a maximum of 5 shots per turn (10 for semi-automatics).&lt;br /&gt;
** Example 1: Reloading 1 shell = Can shoot up to 3 times in the same turn (Semi-automatics allow up to 8).&lt;br /&gt;
** Example 2: Reloading 2 shells = Can shoot once in the same turn (Semi-automatics allow up to 6).&lt;br /&gt;
** Example 3: Reloading the maximum of 3 shells = Can't shoot in the same turn.&lt;br /&gt;
*Single-action revolvers: They REQUIRE one turn to eject all the fired rounds before being able to load new ones. The contestant must make sure not to have to reload during battle, as the &amp;quot;3 rounds per turn&amp;quot; rule still applies. Using a speed strip reduces the reloading process to 2 turns, 1 to eject the spent ones, 1 to insert all the rounds on the strip.&lt;br /&gt;
&lt;br /&gt;
=== Swapping and disposing of weapons ===&lt;br /&gt;
When outside combat, the general rule to remember is that there must be space for the desired weapons, either in the equipment or in the backpack, if the contestant wants to carry new ones. It is tolerated to pick up and temporarily use weapons of a given Class even if the contestant already carries a weapon of the same Class (without having it in hands). See below for in combat rules.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
*Swapping weapons between two weapons in active '''equipment''' takes no turns and is a free action.&lt;br /&gt;
*Swapping weapons between an '''equipped''' and a '''spare''' one requires one turn.&lt;br /&gt;
*Dropping a previously equipped or temporary in-hands weapon takes no turns and is a free action.&lt;br /&gt;
*Dropping a previously spare weapon takes '''one turn'''.&lt;br /&gt;
*Picking up a weapon is not equipped (spared in the inventory, or on the floor) takes no turns and is a free action, under certain conditions:&lt;br /&gt;
** The weapon has to be immediately accessible: spared in a piece of [[LBE]] (if in a backpack, it must be set down first), or on the floor (only if the Contestant is on the same side as the desired item ; see '''NOTE2''' below)&lt;br /&gt;
** This rule is valid for non-weapons as well - [[LBE|other items]] can be immediately used if they are ''immediately accessible'' as well.&lt;br /&gt;
** It is tolerated to carry a weapon in hands even if its Class is already occupied by another weapon in the equipment. A contestant can carry, for example, a Class 1 light machine gun on his/her back, and fire a Class 1 assault rifle. He/she simply won't be able to spare the assault rifle.&lt;br /&gt;
*Passing a weapon to an ally, teammate or similar, takes '''one turn''' for each. Receiving one from them is a free action as long as the receiving hands are free. (Both need to be free regardless of the weapon!)&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Please take note that certain weapons are considered '''unsparable''' due to their size, too big for a backpack. Please refer to the individual articles of every weapon to know about their weight.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' If the contestant intends to grab an item on the floor while in combat, he or she must be sure it can be reached. See [[Gameplay mechanics#Battlespace|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Firearm maintenance ===&lt;br /&gt;
''More information on this article: [[Firearm maintenance]]''&lt;br /&gt;
&lt;br /&gt;
==== Weapon rarity ====&lt;br /&gt;
Weapons are generated using a rarity system, which regulates rarity according to shop value. The higher the rarity level, the less chances such a weapon may be generated.&lt;br /&gt;
&lt;br /&gt;
Firearms and melee weapons are graded on two separate rarity scales:&lt;br /&gt;
&lt;br /&gt;
Firearms (Class 1-4):&lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 48%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 33%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 10%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 6%&lt;br /&gt;
* Rarity 5: &amp;lt;span style=&amp;quot;color: #CC0000&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; - Chance to generate: 2.5%&lt;br /&gt;
* Rarity 6: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Extraordinary&amp;lt;/span&amp;gt; - Chance to generate: 0.5%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.&lt;br /&gt;
&lt;br /&gt;
Melee weapons (Class 5L, 5S and Handgear): &lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 55%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 26.5%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 12.5%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 6%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.&lt;br /&gt;
&lt;br /&gt;
= Lists of weapons =&lt;br /&gt;
&lt;br /&gt;
There is a grand total of '''562''' weapons that can be used by the [[contestant]] in MazeWorld.&lt;br /&gt;
* 195 Class 1 weapons&lt;br /&gt;
* 69 Class 2 weapons&lt;br /&gt;
* 162 Class 3 weapons&lt;br /&gt;
* 20 Class 4 weapons&lt;br /&gt;
* 76 Class 5 weapons (including 33 C5 Long and 43 C5 Short)&lt;br /&gt;
* 4 Handgear items, which can be considered weapons on their own&lt;br /&gt;
* 8 [[Weapon accessory#Underbarrel_grenade_launchers|UGLs]], which can be considered weapons on their own&lt;br /&gt;
* 2 [[Weapon accessory#Underbarrel_shotguns|USGs]], which can be considered weapons on their own&lt;br /&gt;
* 26 [[Weapon accessory#Bayonets|Knife-bayonets]], which can be used as Class 5S weapons if so desired&lt;br /&gt;
&lt;br /&gt;
=== Class 1 weapons ===&lt;br /&gt;
Class 1 weapons cover the majority of the long arms of the game. They are generally reliable and powerful, and intended to be used as primary ranged weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 1 Weapons|List of Class 1 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 2 weapons ===&lt;br /&gt;
Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and shotguns of the game. With varying power and ammunition types, they may not always be as powerful as Class 1 weapons, but are as versatile and may serve as potent auxiliary weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 2 Weapons|List of Class 2 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 3 weapons ===&lt;br /&gt;
Class 3 weapons cover the one-handed weapons of the game, such as handguns, machine pistols, compact submachine guns and sawed-off shotguns. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup weapon to hand-cannon.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 3 Weapons|List of Class 3 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 4 weapons ===&lt;br /&gt;
Class 4 weapons cover the explosives and grenades of the game. Being explosives, weapons of this class are one-use only, but very devastating when used properly. It must be noted that Class 4 weapons are considered to be two-handed weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 4 Weapons|List of Class 4 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 5 weapons ===&lt;br /&gt;
Class 5 weapons cover the melee weapons and the rare few non-firearm ranged weapons of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Class 5 weapons are separated in two subcategories: '''Short''' (one-handed) and '''Long''' (two-handed).&amp;lt;br /&amp;gt;&lt;br /&gt;
Weapons in this class are of various sizes and nature, as such '''they are worn in different ways each'''. Except in rare cases, their chief advantage is that they use no ammunition, but require the contestant to be close from their target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 5 Weapons|List of Class 5 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Handgear ===&lt;br /&gt;
Technically being both [[Clothing and armor|clothing]] and weapons, Handgear are a weapon Class on their own, as they affect the power of the Contestant's punches. Hand-to-hand combat is generally represented as [[unarmed combat]], though wearing better handgear improves efficiency - both as weapons and as protective gear.&amp;lt;Br/&amp;gt;&lt;br /&gt;
Handgear are the only items that will protect the contestant from [[Wound|injuries]] to the hands. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Handgear]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Weapon accessory]]&lt;br /&gt;
*[[Supply crate]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[LBE]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2016-01-25T00:01:44Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a disambiguation page for Auro's MzW profiles.''&lt;br /&gt;
&lt;br /&gt;
*'''''For the V2.5 character nicknamed 'Auro', go to [[Adam Bailey (pre-v3)]]'''''&lt;br /&gt;
*'''''For the V3 character nicknamed 'Auro', go to [[Adam Bailey (V3)]]'''''&lt;br /&gt;
*'''''For the OP3 Character played by Auro, go to [[Becky]]'''''&lt;br /&gt;
*'''''For the OP3 (or later) character nicknamed 'Auro', go to [[Adam Bailey]]'''''&lt;br /&gt;
*'''''For Auro's RL profile, go to [[Auro]]'''''&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2016-01-21T22:17:31Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a disambiguation page for Auro's MzW profiles.''&lt;br /&gt;
&lt;br /&gt;
*'''''For the V2.5 character nicknamed 'Auro', go to [[Adam Bailey (pre-v3)]]'''''&lt;br /&gt;
*'''''For the V3 character nicknamed 'Auro', go to [[Adam Bailey (V3)]]'''''&lt;br /&gt;
*'''''For the OP3 (or later) character nicknamed 'Auro', go to [[Adam Bailey]]'''''&lt;br /&gt;
*'''''For Auro's RL profile, go to [[Auro]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2015-11-14T18:24:37Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: Due to the Paris attack, Temp has stated he is taking a few days off&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''Check this page regularly! Do not forget games you have booked!'' ===&lt;br /&gt;
&lt;br /&gt;
If you wish to reserve a game, head to the [http://webchat.stormbit.net/?channels=mazeworld IRC Channel] and ask to have a spot registered. If you are new to the game or if you don't have any character alive or in stasis at the moment, you will have to register a new [[Contestant]].&lt;br /&gt;
&lt;br /&gt;
In order to register a spot on the schedule, you must give the date and hour at which you will be available, in your time zone - it will then be correlated to the GM's time and, if approved, placed on the schedule.&lt;br /&gt;
&lt;br /&gt;
=== Scheduled games and events ===&lt;br /&gt;
&lt;br /&gt;
* '''Legend:''' Session number, Player name, Contestant name (Visit number, if not 1), date | player time (12h) [zone] / ''GM time (12h) [zone]''&lt;br /&gt;
&lt;br /&gt;
==== Week 46, 2015 ====&lt;br /&gt;
* Monday, November 9th 2015: Open&lt;br /&gt;
* Tuesday, November 10th 2015: '''Session #152:''' C27, [[Ingrid Wenkel]] | 08:00 (8 AM) [MDT] / GM 15:00 (3 PM) [CET]&lt;br /&gt;
* Wednesday, November 11th 2015: Open&lt;br /&gt;
* Thursday, November 12th 2015: Cancelled&lt;br /&gt;
* Friday, November 13th 2015: Open&lt;br /&gt;
* Saturday, November 14th 2015: Cancelled&lt;br /&gt;
* Sunday, November 15st 2015: Closed&lt;br /&gt;
&lt;br /&gt;
To be rescheduled: '''Session #xxx:''' Ashlyn, [[Ashlyn May Fairbrook]] | 06:00 (6 AM) [PDT] / GM 14:00 (2 PM) [CET]&lt;br /&gt;
'''Session #xxx:''' AuroVee, new contestant | 15:00 (3 PM) [GMT] / GM 16:00 (4 PM) [CET]&lt;br /&gt;
&lt;br /&gt;
==== Week 47, 2015 ====&lt;br /&gt;
* Monday, November 16th 2015: Open&lt;br /&gt;
* Tuesday, November 17th 2015: Open&lt;br /&gt;
* Wednesday, November 18th 2015: Open&lt;br /&gt;
* Thursday, November 19th 2015: Open&lt;br /&gt;
* Friday, November 20th 2015: Open&lt;br /&gt;
* Saturday, November 21st 2015: Open&lt;br /&gt;
* Sunday, November 22nd 2015: Open&lt;br /&gt;
&lt;br /&gt;
==== Week 48, 2015 ====&lt;br /&gt;
* Monday, November 23rd 2015: Open&lt;br /&gt;
* Tuesday, November 24th 2015: Open&lt;br /&gt;
* Wednesday, November 25th 2015: Open&lt;br /&gt;
* Thursday, November 26th 2015: Open&lt;br /&gt;
* Friday, November 27th 2015: Open&lt;br /&gt;
* Saturday, November 28th 2015: Open&lt;br /&gt;
* Sunday, November 29th 2015: Open&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2015-11-13T13:38:03Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Week 46, 2015 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''Check this page regularly! Do not forget games you have booked!'' ===&lt;br /&gt;
&lt;br /&gt;
If you wish to reserve a game, head to the [http://webchat.stormbit.net/?channels=mazeworld IRC Channel] and ask to have a spot registered. If you are new to the game or if you don't have any character alive or in stasis at the moment, you will have to register a new [[Contestant]].&lt;br /&gt;
&lt;br /&gt;
In order to register a spot on the schedule, you must give the date and hour at which you will be available, in your time zone - it will then be correlated to the GM's time and, if approved, placed on the schedule.&lt;br /&gt;
&lt;br /&gt;
=== Scheduled games and events ===&lt;br /&gt;
&lt;br /&gt;
* '''Legend:''' Session number, Player name, Contestant name (Visit number, if not 1), date | player time (12h) [zone] / ''GM time (12h) [zone]''&lt;br /&gt;
&lt;br /&gt;
==== Week 46, 2015 ====&lt;br /&gt;
* Monday, November 9th 2015: Open&lt;br /&gt;
* Tuesday, November 10th 2015: '''Session #152:''' C27, [[Ingrid Wenkel]] | 08:00 (8 AM) [MDT] / GM 15:00 (3 PM) [CET]&lt;br /&gt;
* Wednesday, November 11th 2015: Open&lt;br /&gt;
* Thursday, November 12th 2015: Cancelled&lt;br /&gt;
* Friday, November 13th 2015: Open&lt;br /&gt;
* Saturday, November 14th 2015: '''Session #153:''' AuroVee, new contestant | 15:00 (3 PM) [GMT] / GM 16:00 (4 PM) [CET]&lt;br /&gt;
* Sunday, November 15st 2015: Open&lt;br /&gt;
&lt;br /&gt;
To be rescheduled: '''Session #xxx:''' Ashlyn, [[Ashlyn May Fairbrook]] | 06:00 (6 AM) [PDT] / GM 14:00 (2 PM) [CET]&lt;br /&gt;
&lt;br /&gt;
==== Week 47, 2015 ====&lt;br /&gt;
* Monday, November 16th 2015: Open&lt;br /&gt;
* Tuesday, November 17th 2015: Open&lt;br /&gt;
* Wednesday, November 18th 2015: Open&lt;br /&gt;
* Thursday, November 19th 2015: Open&lt;br /&gt;
* Friday, November 20th 2015: Open&lt;br /&gt;
* Saturday, November 21st 2015: Open&lt;br /&gt;
* Sunday, November 22nd 2015: Open&lt;br /&gt;
&lt;br /&gt;
==== Week 48, 2015 ====&lt;br /&gt;
* Monday, November 23rd 2015: Open&lt;br /&gt;
* Tuesday, November 24th 2015: Open&lt;br /&gt;
* Wednesday, November 25th 2015: Open&lt;br /&gt;
* Thursday, November 26th 2015: Open&lt;br /&gt;
* Friday, November 27th 2015: Open&lt;br /&gt;
* Saturday, November 28th 2015: Open&lt;br /&gt;
* Sunday, November 29th 2015: Open&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2015-11-12T16:41:43Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''Check this page regularly! Do not forget games you have booked!'' ===&lt;br /&gt;
&lt;br /&gt;
If you wish to reserve a game, head to the [http://webchat.stormbit.net/?channels=mazeworld IRC Channel] and ask to have a spot registered. If you are new to the game or if you don't have any character alive or in stasis at the moment, you will have to register a new [[Contestant]].&lt;br /&gt;
&lt;br /&gt;
In order to register a spot on the schedule, you must give the date and hour at which you will be available, in your time zone - it will then be correlated to the GM's time and, if approved, placed on the schedule.&lt;br /&gt;
&lt;br /&gt;
=== Scheduled games and events ===&lt;br /&gt;
&lt;br /&gt;
* '''Legend:''' Session number, Player name, Contestant name (Visit number, if not 1), date | player time (12h) [zone] / ''GM time (12h) [zone]''&lt;br /&gt;
&lt;br /&gt;
==== Week 46, 2015 ====&lt;br /&gt;
* Monday, November 9th 2015: Open&lt;br /&gt;
* Tuesday, November 10th 2015: '''Session #152:''' C27, [[Ingrid Wenkel]] | 08:00 (8 AM) [MDT] / GM 15:00 (3 PM) [CET]&lt;br /&gt;
* Wednesday, November 11th 2015: Open&lt;br /&gt;
* Thursday, November 12th 2015: Canceled&lt;br /&gt;
* Friday, November 13th 2015: Open&lt;br /&gt;
* Saturday, November 14th 2015: Open&lt;br /&gt;
* Sunday, November 15st 2015: Open&lt;br /&gt;
&lt;br /&gt;
To be rescheduled: '''Session #xxx:''' Ashlyn, [[Ashlyn May Fairbrook]] | 06:00 (6 AM) [PDT] / GM 14:00 (2 PM) [CET]&lt;br /&gt;
'''Session #xxx:''' AuroVee, new contestant | 15:00 (3 PM) [GMT] / GM 16:00 (4 PM) [CET]&lt;br /&gt;
&lt;br /&gt;
==== Week 47, 2015 ====&lt;br /&gt;
* Monday, November 16th 2015: Open&lt;br /&gt;
* Tuesday, November 17th 2015: Open&lt;br /&gt;
* Wednesday, November 18th 2015: Open&lt;br /&gt;
* Thursday, November 19th 2015: Open&lt;br /&gt;
* Friday, November 20th 2015: Open&lt;br /&gt;
* Saturday, November 21st 2015: Open&lt;br /&gt;
* Sunday, November 22nd 2015: Open&lt;br /&gt;
&lt;br /&gt;
==== Week 48, 2015 ====&lt;br /&gt;
* Monday, November 23rd 2015: Open&lt;br /&gt;
* Tuesday, November 24th 2015: Open&lt;br /&gt;
* Wednesday, November 25th 2015: Open&lt;br /&gt;
* Thursday, November 26th 2015: Open&lt;br /&gt;
* Friday, November 27th 2015: Open&lt;br /&gt;
* Saturday, November 28th 2015: Open&lt;br /&gt;
* Sunday, November 29th 2015: Open&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Resting</id>
		<title>Resting</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Resting"/>
				<updated>2015-11-10T19:44:18Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Causes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Resting''' (or '''sleeping''') is one of the [[Abilities|abilities]] of a [[Contestant|contestant]]. He/she attempts to lie down and get some rest, temporarily sleeping in an attempt of recovering from possible injuries.&lt;br /&gt;
&lt;br /&gt;
It can be performed '''willingly''', or is '''triggered''' by an event.&lt;br /&gt;
&lt;br /&gt;
=== Causes ===&lt;br /&gt;
*When performed willingly, the player will play a game of '''heads or tails'''. If he/she wins, the contestant will successfully manage to rest. Otherwise, he/she won't be able to catch the needed sleep.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Whether the player wins or loses the game of heads or tails, he/she will enter a '''cooldown period''' in which he/she '''will not be able to retry doing certain abilities willingly''', for '''10 turns'''. For this specific ability, if the contestant has successfully rested, the cooldown period starts AFTER he/she has woken up.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Sleeping causes the contestant to be completely inactive for '''12''' turns straight.&lt;br /&gt;
&lt;br /&gt;
*Being asleep causes [[Secondary effect#Hunger|hunger suppression]], which provides improved natural healing effects.&lt;br /&gt;
*Other secondary effects will occur as usual.&lt;br /&gt;
*If the contestant is resting in a proper bed, such as one found in a bedroom, the resting period becomes '''30''' turns instead of 12.&lt;br /&gt;
*Many statistics will continue ticking down while sleeping, as it would usually by letting time pass - plan accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Bad Ideas™ ====&lt;br /&gt;
A contestant should NOT rest if afflicted with the following conditions:&lt;br /&gt;
&lt;br /&gt;
*[[Poison|Poisoned]] - Venom poisoning will continue damaging the Contestant's body while asleep. Cyanide poisoning is much quicker and can very quickly turn the rest into an eternal one...&lt;br /&gt;
*[[Wound|Wounded]] - Bleeding will continue while asleep...&lt;br /&gt;
*Being in combat. While entirely possible, falling asleep in the middle of a fight tends to be a Bad Idea™.&lt;br /&gt;
*[[Hunger|Being on low nutrition]] - nutrition keeps ticking down while asleep, and if the kcal counter is extremely low, or has reached zero, then the body will deteriorate while sleeping... which is also potentially fatal.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Resting area]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Template:Stub</id>
		<title>Template:Stub</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Template:Stub"/>
				<updated>2015-11-06T11:35:32Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: Created page with &amp;quot;*'''''This page is currently a/an {{{1}}} stub article. As such, data on this page is not complete.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*'''''This page is currently a/an {{{1}}} stub article. As such, data on this page is not complete.&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/User:Auro</id>
		<title>User:Auro</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/User:Auro"/>
				<updated>2015-11-06T11:32:31Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a disambiguation page for Auro's MzW profiles.''&lt;br /&gt;
&lt;br /&gt;
*'''''For the V2.5 character nicknamed 'Auro', go to [[Adam Bailey (pre-v3)]]'''''&lt;br /&gt;
*'''''For the V3 character nicknamed 'Auro', go to [[Adam Bailey (V3)]]'''''&lt;br /&gt;
*'''''For the OP3 character nicknamed 'Auro', go to [[Adam Bailey]]'''''&lt;br /&gt;
*'''''For Auro's RL profile, go to [[Auro]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Death</id>
		<title>Death</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Death"/>
				<updated>2015-11-06T10:45:32Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* In the game */ Due to removal of traps, removed their ref from this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Not to be confused with one of the [[Four Horsemen]] of the same name.''&lt;br /&gt;
&lt;br /&gt;
'''Death''' is the complete termination of one's vital functions. In [[Mazeworld]], depending on who or what is '''dead''', this can either mean good news, or the worst possible news.&lt;br /&gt;
&lt;br /&gt;
When a dead creature is found in the Mazes, it is disposed of by automated claws, which take the body away to an area known as the '''morgue zone'''. Off-limits to all personnel, the morgue zone is a hidden area where the automatic disposal of dead organisms is conducted; there, they are incinerated, and any usable items, equipment, weaponry, or other such objects are taken away and either destroyed or reinserted in the Mazes. Waste organic material, which dead bodies are classified as, is generaly ferried out of rooms in which it has been detected by automated robotic arms, which prop from the ceiling, or more rarely the floor, using claws, cages, buckets, or some other method of containment to remove them from the room.&amp;lt;br/&amp;gt;&lt;br /&gt;
More rarely, personnel may flag cadavers if they die in their care or under their supervision, such as in the case of death in [[Maze Guard|prison rooms]], [[Hospital room|hospitals]], or [[Maze Soldier|military bases]]; in such cases, bodies are typically carried out of the relevant sectors and to an extraneous room (typically, an empty, featureless room, or some other manner of unused or &amp;quot;safe to use&amp;quot; area) where the robotic arms may proceed to extract the organic waste without risk for any living being in the vicinity.&lt;br /&gt;
&lt;br /&gt;
=== In the game ===&lt;br /&gt;
Preferably, [[Contestant|contestants]] will want to save their own lives, and eliminate [[Encounters|those who threaten their own]]. Killing enemy encounters is the usual way to deal with them and what most contestants go for, and in some situations it is the only choice.&lt;br /&gt;
&lt;br /&gt;
Contestant death is what you, as a player, will want to avoid. Given Mazeworld's nature as a dangerous place full of things that want you dead, it is evidently the #1 priority of things to avoid.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of the time, contestant deaths '''happen during combat''', although a wide variety of other causes do exist. It is also very possible that death was '''due to physical ailments''' (dying of [[Bleeding|blood loss]] or [[Poison|poisoning]] illustrate best the example), '''intentional''' (in which case, the cause of death will be listed as a '''suicide'''), '''accidental''', due to a [[Gameplay mechanics|critical failure]] with certain weapons, or some other form of '''bad luck''', or failing that, '''Bad Ideas'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Leaderboards]]&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Gameplay_mechanics</id>
		<title>Gameplay mechanics</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Gameplay_mechanics"/>
				<updated>2015-11-06T10:34:29Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Turn resolution steps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the important '''gameplay mechanics''' of [[Mazeworld]]. &lt;br /&gt;
&lt;br /&gt;
== '''Aiming and body parts''' ==&lt;br /&gt;
The contestant may choose to attack specific body parts of his/her [[Encounters|enemy]]. Depending on the type of enemy, damage on certain body parts might be higher or lower, often with a special effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a player does not specifies a body part attacked, it is by default the '''upper body''', the '''abdomen''', or other applicable. Please check the individual articles of every [[Encounters|creature]] to learn its body map. Keep in mind that many pieces of [[clothing and armor]], the various Armor Classes of clothing/armor and [[Encounters]], and certain other statistics, can modify or otherwise alter the behavior of damage in relation to body parts.&lt;br /&gt;
&lt;br /&gt;
By default, the following values are used:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Body group'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[Pain]] and [[Limb damage]] multiplier'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1x damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1x damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.4x''' damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| EXTREMITY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.5x''' damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| WEAK POINT&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''2x''' damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure threshold +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
HEAD group: Head&amp;lt;br /&amp;gt;&lt;br /&gt;
BODY group: Torso, upper body, lower body...&amp;lt;br /&amp;gt;&lt;br /&gt;
LIMB group: Arms, legs, shoulders, elbows, wings, tentacles...&amp;lt;br /&amp;gt;&lt;br /&gt;
EXTREMITY group: Hands, feet, mandibles, claws, tails, horns...&amp;lt;br /&amp;gt;&lt;br /&gt;
WEAK POINT group: Eyes, genitals, beaks, underbellies...&lt;br /&gt;
&lt;br /&gt;
== '''Basic fighting mechanics''' ==&lt;br /&gt;
Mazeworld requires two kinds of random number generations: regular, ''d6'' dice throws, as well as more complex ''xdy'' throws. Most of the RNG matters are hidden to the player during gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Encounter generation and behavior ====&lt;br /&gt;
&lt;br /&gt;
*When a [[Contestant|contestant]] is facing the door(s) inside a [[Room|room]], unless he/she is facing a door leading to a scripted event (see later), every room is assigned a random number, each number corresponding to a room on the complete list of events. The list of events is randomized between every game, as such, it is impossible to correctly &amp;amp;quot;map&amp;amp;quot; which number corresponds to which room between different games.&lt;br /&gt;
&lt;br /&gt;
*Encountering an enemy triggers a roll which sets '''how many instances of that creature''' will be met and thus, have to be fought. This roll is hidden and depends on each specific species.&lt;br /&gt;
&lt;br /&gt;
*During combat, the [[Tempest|GM]] may roll at its own discretion a '''1d100''' dubbed the '''Temerity roll'''; it is rolled primarily for NPCs (though exceptions can occur). Depending on the situation, if certain events during the fight could be considered strenuous, frightening, or otherwise challenging to the creatures in the fray, the roll is made in an attempt to change their behavior, if it is deemed appropriate.&amp;lt;br/&amp;gt;&lt;br /&gt;
Depending on the score obtained, the encounter may, from negative to positive: Pass out, quake in fear, become very anxious, resume the fight normally, or explode in anger. If an encounter passes out, it can be looted and robbed from without retaliation, until something wakes it up.&amp;lt;br/&amp;gt;&lt;br /&gt;
Furthermore, certain creatures can never be affected by a temerity roll, such as mindless beings (drones, blobs...)&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
*Fighting is '''turn-based'''. Success or failure of the attack of each participant in the fight (contestant, enemy or enemies) is '''decided on dice rolls'''.&lt;br /&gt;
*In order to attack, most weapons require the user to '''aim''' at a particular body part of the chosen enemy; this is called a '''target'''.&lt;br /&gt;
**EXAMPLE: If a [[contestant]] desires to attack a human enemy using a [[Beretta M9]], the contestant can choose to aim at a particular body part of said enemy; i.e. torso, arms, or head.&lt;br /&gt;
**If a target is not specified, then the hits will '''hit a random body part''' (via the '''@bodyaim''' [[IRC bots|bot command]]) instead.&lt;br /&gt;
**Certain weapons cannot be aimed at a precise target on a creature, so instead, simply designating the entire creature as a target may work. &lt;br /&gt;
*When choosing to attack, a participant in a fight may roll '''a 2d6 per shot or hit attempted''', depending on if they're using firearms or other weapons.&lt;br /&gt;
** EXAMPLE: If a [[contestant]] tries to fire three rounds at an enemy using a [[Beretta M9]], he/she has to roll three 2d6s. The command to quickly roll this is '''@roll 3#2d6'''. Adjust the number left to the # symbol to reflect the desired amount.&lt;br /&gt;
** NOTE: Due to bot limitations, it is impossible to roll more than 20 dice at once - if you desire to attack more than 20 times, and if the contestant's weapon allows, simply roll the 20 first in one line, then the remaining shots in another. Repeat for any other increments of 20 needed, and so on.&lt;br /&gt;
&lt;br /&gt;
The result of each 2d6 roll determines whether the shot or hit associated will hit or miss.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During '''normal circumstances''':&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Score'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''What happens'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical success'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits perfectly and deals extra effects [[IRC Bots|(@critwin)]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 to 11&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits successfully where intended&lt;br /&gt;
|-&lt;br /&gt;
| 7 to 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Inaccurate Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack might not hit as intended&lt;br /&gt;
|-&lt;br /&gt;
| 6 to 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Miss'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack fails to hit entirely&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical failure'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon fails to work, jams, is a dud, or hurts the user&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Scoring '''2''' leads to a '''critical failure''', leading in the attack backfiring to the attacker in one way or another.&lt;br /&gt;
**Melee weapons will simply fail to hit, and may lose between 1% and 5% condition per critical failure.&lt;br /&gt;
**Firearms may fail in several different ways, see under for a list of firearm failure types.&lt;br /&gt;
**Explosive ordnance may fail to work as intended, depending on the type.&lt;br /&gt;
**Critical failures with monster attacks may result in the monster hurting themselves.&lt;br /&gt;
&lt;br /&gt;
*Scoring '''between 3 and 6''' leads to a '''miss''' or '''failure''', meaning the attack simply misses.&lt;br /&gt;
*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack MIGHT not hit as intended.&lt;br /&gt;
** For most ranged attacks, an inaccurate hit translates into a '''flat 50% chance to hit modifier''', meaning that the hit is not guaranteed. This means that if an inaccurate hit is rolled, a 1d2 is rolled on top of that; 1 translates into a miss, 2 into a hit.&lt;br /&gt;
** For most melee attacks, including [[unarmed combat]], but excluding martial arts techniques, an inaccurate hit instead translates into a '''flat 0.8x Pain &amp;amp; Limb damage modifier'''.&lt;br /&gt;
*** Martial arts techniques do not take in account inaccurate hits; thus the damage modifier does not apply if the technique is successfully executed.&lt;br /&gt;
*Scoring '''between 9 and 11''' leads to a '''hit''' or '''success''', meaning the attack hits successfully and as intended.&lt;br /&gt;
*Scoring a '''12''' leads to a '''critical success''', leading in the attack landing exactly where the player wished, and may, depending on the victim and the weapon used, cause extra effects (extra damage, additional effects...).&lt;br /&gt;
&lt;br /&gt;
Certain items or effects may affect those thresholds, and certain encounters may have naturally different thresholds - most of the time, they will be referred to as their '''Failure Threshold''', to determine which values will lead to failing an attack.&lt;br /&gt;
&lt;br /&gt;
* NOTE: Inaccuracy range is not a fixed value but instead depends on what the current FT is. It is always equal to (FT score) + 1;2.&lt;br /&gt;
** Assuming the default Failure Threshold of 6, the Inaccuracy range is 7-8. If the FT decreases to 4, Inaccuracy range becomes 5-6, and so on.&lt;br /&gt;
** If FT were to rise to 9 or 10, any non-critical hit will be inaccurate.&lt;br /&gt;
** [[Concentration]] overrides inaccuracy, both regular and secondary effect (see below).&lt;br /&gt;
* NOTE 2: Inaccuracy range may also be modified or deleted by [[Gameplay mechanics#Combat skills|Combat skills]]. Inaccuracy can also be triggered as a [[Secondary effect]], in which case the effect prevails.&lt;br /&gt;
&lt;br /&gt;
==== Battlespace ====&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;[#img [hash 6QJAP5H4F022PP7GX5V9JM4YV2] [height 200]]&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The general term for the space in which creatures evolve when in combat is called the '''battlespace'''. A good visual representation of the battlespace is shown in the picture above.&lt;br /&gt;
&lt;br /&gt;
When combat is ongoing, the battlespace is typically delineated into various components, which help positioning each participant to the current fight:&lt;br /&gt;
* '''Sides''' represent areas of the battlespace.&lt;br /&gt;
* The concept of '''range''' is abstracted into two settings: '''Melee''' (&amp;quot;within melee range&amp;quot;) and '''Ranged'''&lt;br /&gt;
* The presence or not of [[Cover]]&lt;br /&gt;
* The position of each creature, relative to each other.&lt;br /&gt;
&lt;br /&gt;
Every battlespace has 4 sides, though all four sides are rarely used in a typical fight - in the majority of cases, combat occurs on one or two sides. Sides are numbered, and the Contestant's side is always Side 1. Other creatures generally spawn in Side 2, and Sides 3 and 4 are generally only rarely used.&lt;br /&gt;
&lt;br /&gt;
===== Range and movement =====&lt;br /&gt;
&lt;br /&gt;
When not in combat, the battlespace does not matter and items located anywhere in the room may usually be reached and picked up immediately, and other creatures can be talked to and interacted with at any moment. What follows only applies during combat.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;sides&amp;quot; does not represent allegiance, but positioning. While usually, the Contestant and any allies he/she may have always start combat in Side 1 and enemies/other combatants start combat in sides 2-4, each creature is capable of moving across sides and, with the right weapons, attacking other creatures, either on their own side or in other sides.&lt;br /&gt;
&lt;br /&gt;
This is where the concept of '''range''' comes into play, as well as the terms &amp;quot;Melee&amp;quot; and &amp;quot;Ranged&amp;quot;.&lt;br /&gt;
* An attacker creature attempting a melee attack can only target another creature &amp;quot;Within melee range&amp;quot;, which simply means '''on the same side as the attacker'''. An attacker in Side 1 can only melee attack another creature in Side 1, and so on.&lt;br /&gt;
* An attacker creature attempting a ranged attack can target any other creature in the battlespace; ranged, as such, means '''capable to target on any side'''. An attacker in Side 1 can ranged attack any other creature, whether they may be in Side 1, 2, 3 or 4, and so on.&lt;br /&gt;
&lt;br /&gt;
Certain attacks can target &amp;quot;all creatures on the same side&amp;quot;, or &amp;quot;everyone on the same side&amp;quot;. It is as the description implies; if such an attack targets a creature in Side 2, the target - and all other creatures currently in Side 2 will be affected.&lt;br /&gt;
&lt;br /&gt;
Movement across sides during combat is possible, though rules and circumstances may vary depending on what motivates the movement.&lt;br /&gt;
* Typically, movement is done in the context of a '''melee attack''' against a creature on another side; it is referred to as a '''combat movement'''. In order for an attacker creature on one side to melee attack a victim creature on another side, the attacker has to move from their original side to their victim's. When done as part of a melee attack, the attacker moves only when its turn comes; thus movement during an attack directly depends on '''Initiative Speed''' (see [[Gameplay mechanics#Initiative system|below]]).&lt;br /&gt;
** '''''Example:''''' The Contestant is on Side 1, equipped with an iron baseball bat. He is facing a wolf, on Side 2. The wolf prepares to attack by biting, while the Contestant prepares to strike the wolf with the bat. Both of these attacks are, obviously enough, melee attacks. The wolf's bite attack has an Initiative Speed of 3, while the Contestant's bat has an IS of 18. As the wolf's IS score is the lowest, the wolf's attack is the fastest; thus the wolf '''moves from Side 2 to Side 1, then attacks, in one same move'''. Consequently, as the wolf is now in Side 1, the Contestant does not have to move to another side to attack; he may simply strike the wolf as it is within melee range.&lt;br /&gt;
* Movement to another side can also be performed without it being part of an attack; it is called a '''non-combat movement'''. As the term implies, it is a '''non-combat action''', similar to using an item or attempting to flee, which means that it is resolved before combat actions (attacks). Non-combat movement '''takes 1 turn'''; once complete, the turn ends.&lt;br /&gt;
** Non-combat movement '''CANNOT serve as an evasive maneuver from melee attacks'''; a melee attack is defined by the target, not by the location. The only way to evade an attack is to attempt escaping the battlespace entirely, which generally means attempting to leave the room. (See [[Gameplay mechanics#Other useful ways to use 2d6s|here]] for details).&lt;br /&gt;
** Non-combat movement however has other tactical uses, such as reaching items or equipment located on another side, or searching for new cover&lt;br /&gt;
** '''''Example:''''' As before, Contestant on Side 1 with iron baseball bat, versus wolf on Side 2. Instead of attacking the wolf, the Contestant wants to move to Side 3 in order to reach an item that is lying there. In this case, the order is Contestant, Wolf. While the Contestant gets to move first, their turn ends when reaching Side 3, and it doesn't prevent the wolf from attacking the Contestant; the wolf simply follows the Contestant from Side 2 into Side 3 and makes their attack.&lt;br /&gt;
&lt;br /&gt;
==== Special notes regarding accuracy and FT calculation ====&lt;br /&gt;
&lt;br /&gt;
* If several FT modifiers are involved, at no point the total FT can go any lower than 3 or any higher than 10. If, during FT calculation, the end result would be lower than 3, it becomes 3; and if it would be higher than 10, it becomes 10.&lt;br /&gt;
** ''Example 1:'' Knowing that natural FT is 6, X successively consumes [[Amphetamines]], [[Diazepam]] and an [[Mushroom|Accuratio mushroom]]. X is under the effects of three sources of FT-1 thus his FT is lowered by 3. If he consumed another FT reducer, it would be ineffective. &lt;br /&gt;
** ''Example 2:'' X consumes [[Diazepam]] (FT-1), an [[Mushroom|Accuratio mushroom]] (FT-1), [[Amphetamines]] (FT-1) then [[Steroids]] (FT+2). The total calculation is 6-1-1-1+2, making his FT 5.&lt;br /&gt;
&lt;br /&gt;
* Multiple projectile weapons ([[Buckshot]], [[Flechette]], etc), fired explosives (grenade launchers, rocket launchers..) and thrown explosives (hand grenades..) follow different application of FT rules:&lt;br /&gt;
** FT modifiers directly affect the dice score. Just like for explosives, any instance of FT-1 gives a '''+1 bonus to dice score''', and any instance of FT+1 gives a '''-1 malus to dice score'''.&lt;br /&gt;
***Should the modified result ends up being 12 or greater, it counts as a '''critical hit of a natural 12'''. Likewise, if the modified result ends up being 2 or less, it counts as a '''critical failure of a natural 2'''.&lt;br /&gt;
&lt;br /&gt;
==== Firearm failures ====&lt;br /&gt;
When 2s are scored while using firearms, the user is prone to the risk of a critical failure. Certain checks are made if it happens: &lt;br /&gt;
&lt;br /&gt;
*First, a '''d100''' must be rolled once per 2 rolled (Three &amp;quot;2&amp;quot; = three d100 rolls), the results of which are then compared with the gun's [[Firearm maintenance|cleanliness]] statistic. Those rolls are hidden.&lt;br /&gt;
*If the 1d100 roll result is lower or equal to the cleanliness percentage value, the 2 is treated as a normal failure.&lt;br /&gt;
*If however, it is higher, then a '''critical failure''' occurs and must be resolved as such, the type of failure depends on the type of weapon.&lt;br /&gt;
&lt;br /&gt;
===== Firearm failure types =====&lt;br /&gt;
*'''Stovepipe''': This is the most common type of failure, which results in a spent casing stuck in the ejection port.&lt;br /&gt;
**Resolution: The player's turn ends. The contestant performs a '''&amp;quot;tap-rack-ready&amp;quot;''' in order to remove the faulty casing; the weapon is ready to fire next turn.&lt;br /&gt;
*'''Dud rounds''': Certain types of weapons can instead suffer from this, where ammunition simply fails to fire.&lt;br /&gt;
**Resolution: The shot corresponding to the 2 is simply not fired, any subsequent rounds fired afterwards are resolved normally.&lt;br /&gt;
**NOTE: For [[Recoil]] calculation purposes, if a dud round occurs, recoil is reset on the next successful shot.&lt;br /&gt;
*'''Feeding failure''': Belt-fed weapons are prone to this kind of failure. Feeding is blocked due to a double-feed issue, which prevents cycling.&lt;br /&gt;
**Resolution: In order to make the weapon ready again, a reload must be performed; if the user doesn't have a spare belt or mag, they can simply remove and reload the same belt or mag to clear the malfunction. This is a slow process; it ends the turn during which the critfail occurred, and requires another turn to perform the reload if done during combat.&lt;br /&gt;
**It is generally advised to simply switch to another weapon and resolve the malfunction AFTER the fight is finished, if possible.&lt;br /&gt;
*In even rarer cases, '''catastrophic failures''' may occur. These usually destroy the entire weapon.&lt;br /&gt;
&lt;br /&gt;
====== Example ======&lt;br /&gt;
* Assuming FT 6, an [[IWI Jericho 941R]], a semi-automatic pistol, with a cleanliness of 83.57%, is fired 8 times.&lt;br /&gt;
* 8 shots require eight 2d6 rolls. The results of those eight shots are: 7, 8, 5, 2, 8, 2, 7, 10.&lt;br /&gt;
** A 1d100 must be rolled for the first 2 (4th shot), and another for the second 2 (6th shot).&lt;br /&gt;
** On the first 2, the d100 result is 67. 67 is lower than 83.57, as such this shot is treated as a normal failure.&lt;br /&gt;
** On the second 2, the d100 result is 92. 92 is higher than 83.57; as such, it is a critical failure proper. For this weapon, a stovepipe occurs.&lt;br /&gt;
&lt;br /&gt;
==== Kill assists (&amp;quot;Ally kills&amp;quot;) ====&lt;br /&gt;
During fights between multiple encounters and/or groups of encounters, sometimes multiple attacks from different people may land on the same target. In this kind of situation, it may be difficult to establish who has truly killed whom. As such, a system of assists exists in order to determine who should be credited with the kill.&lt;br /&gt;
&lt;br /&gt;
The rule is simple: whoever caused the kill shot, is responsible for the kill, and as such is the only one to receive the relevant stats.&lt;br /&gt;
&lt;br /&gt;
If the contestant's [[Ally|allies]] perform kills, they are counted towards the contestant's total tally. However, kills made by temporary teammates or NPCs fighting by the Contestant's side, do NOT count if they are not formally considered as allies.&lt;br /&gt;
&lt;br /&gt;
==== Executions ====&lt;br /&gt;
During combat, it is possible that all of the Contestant's opponents may be unable to fight anymore, either due to [[Pain|blacking out]], or in other special incapacitating states.&lt;br /&gt;
&lt;br /&gt;
If such a situation occurs and the Contestant wishes to ensure that the opponents are defeated, they can be '''executed'''. An execution works like an attack in that it lasts one turn and uses the same rules and damage as during normal combat, with one exception ; executions cannot miss. A dice roll is still requires to check for critical failures, but any score other than 2 results in a success. An execution can fail if it doesn't kill immediately, however it can be attempted again.&lt;br /&gt;
&lt;br /&gt;
== '''Combat skills''' ==&lt;br /&gt;
As the Contestant progresses, the Contestant may increase their '''combat skills''' (also referred to as '''weapon skills''') and become more proficient in the use of the many weapon categories available in the Mazes.&lt;br /&gt;
&lt;br /&gt;
There exist 17 different weapon categories, and 5 different skill levels. &lt;br /&gt;
&lt;br /&gt;
Skill levels determine the Contestant's proficiency with weapons of that particular weapon category. They are as follows:&lt;br /&gt;
* '''Unskilled''' (0-9 kills) - At this skill level, the Contestant is afflicted with a '''FT+1 malus'''.&lt;br /&gt;
* '''Basic''' (10-24 kills) - The default skill level ; standard FT, no modifiers.&lt;br /&gt;
* '''Skilled''' (25-49 kills) - Standard FT, but '''Inaccuracy Range''' is reduced to FT score +1 (on FT 6, Inaccurate hits now only happen on 7s)&lt;br /&gt;
* '''Expert''' (50-99 kills) - Standard FT, but '''Inaccuracy Range''' is now deleted (meaning no more Inaccurate Hits unless affected by the [[Secondary effect#Accuracy|Inaccuracy effect]])&lt;br /&gt;
* '''Master''' (100+ kills) - At this skill level, not only is the '''Inaccuracy Range''' deleted, but the Contestant also enjoys a '''FT-1 bonus'''.&lt;br /&gt;
&lt;br /&gt;
Skill levels and [[Achievements#Badges|Weapon badges]] are related - from Basic onwards, each badge corresponds to a skill tier.&lt;br /&gt;
&lt;br /&gt;
=== Training and advancing skills ===&lt;br /&gt;
&lt;br /&gt;
The primary and easiest method of advancing a combat skill is to use any weapon of the desired category and successfully kill enemies, until skill is increased to the desired level.&lt;br /&gt;
&lt;br /&gt;
Another method of advancing skills, particularly useful for Contestants seeking to improve their proficiency with low-leveled skills, is through '''training exercises'''.&lt;br /&gt;
&lt;br /&gt;
Training exercises take the form of mini-games, which can be played either in a [[Room|shooting range]] for firearm and explosive skills, or against a wooden training figure in a [[Room|dojo]] for melee skills.&lt;br /&gt;
&lt;br /&gt;
Shooting range training minigames:&lt;br /&gt;
* Target shooting (firearm skills)&lt;br /&gt;
* Quickdraw (firearm skills)&lt;br /&gt;
* Target blasting (explosives skills)&lt;br /&gt;
&lt;br /&gt;
Dojo training minigames:&lt;br /&gt;
* Wooden Man (Melee weapons)&lt;br /&gt;
* Wooden Man (Unarmed)&lt;br /&gt;
&lt;br /&gt;
When completing training minigames, '''Training Points''' (or '''TPs''') may be earned. TPs partially substitute for kills in field conditions. While TPs contribute to increasing skill, they do not add to the kill count.&lt;br /&gt;
* 10 TPs translate into the equivalent of 1 kill for the purposes of skill leveling.&lt;br /&gt;
* A limited amount of Training Points can be earned: 250 per skill, which is just enough to go from zero point Unskilled level to Skilled level. Further training after reaching 250 TPs does not yield any more.&lt;br /&gt;
&lt;br /&gt;
* '''NOTE:''' In addition to improving unarmed combat proficiency, advancing the Martial Arts skill also unlocks the right to be taught certain [[Unarmed combat|techniques]] from the Dojo's martial artist.&lt;br /&gt;
&lt;br /&gt;
== '''Damage and protection systems''' ==&lt;br /&gt;
Please refer to their articles: [[Damage chart]] - [[Protection chart]]&lt;br /&gt;
&lt;br /&gt;
== '''Explicit content''' ==&lt;br /&gt;
''More explanations here: [[Explicit content]]''&lt;br /&gt;
&lt;br /&gt;
== '''Explosives''' ==&lt;br /&gt;
'''''More detailed explanation of rules with explosives can be read on this article: [[Explosives rules]]'''''&lt;br /&gt;
&lt;br /&gt;
== Resolution of a combat turn ==&lt;br /&gt;
Combat may be initiated either by the player, or the GM via external events. Combat is turn-based. When combat begins, a series of steps must be respected at every turn to ensure that all the needed information is provided so that turns can be resolved.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since version 2.5, a brand new turn resolution system has been designed to add a sense of speed and reflexes to combat in MazeWorld: the '''Initiative system'''. This system relies on a statistic, the '''Initiative Score (IS)''', and is one of the most important stats to look out for during combat. The use of IS is detailed later on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every party has the possibility to attempt a wide range of actions when their turn comes during combat. The most obvious of which is fighting. Though other actions may be performed, they usually are under their own set of rules (such as running away, using specific items...), end the turn immediately (skipping the turn, swapping [[Weapon|weapons]] from the backpack...), or remain free (talking...).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Before the first turn ====&lt;br /&gt;
Contestants (and, in fact, other encounters as well) may perform certain actions as soon as they enter a room, before a potential fight starts proper. Those actions are:&lt;br /&gt;
* Taking [[cover]]. If stealth is maintained, the contestant will benefit from an '''always first''' advantage (see below for turn order resolution)&lt;br /&gt;
* Slipping past unnoticed (if stealth is maintained), see [[Gameplay mechanics#Other useful ways to use 2d6s|Other useful ways to use 2d6s]]&lt;br /&gt;
* Escaping (otherwise), see [[Gameplay mechanics#Other useful ways to use 2d6s|Other useful ways to use 2d6s]]&lt;br /&gt;
&lt;br /&gt;
==== Turn resolution steps ====&lt;br /&gt;
* '''1)''' The player (you) is asked what they intend to do for this turn.&lt;br /&gt;
* '''2)''' The GM decides what NPCs intend to do as well.&lt;br /&gt;
** ''NOTE:'' If the player is under the influence of [[Secondary effect#Mind and psyche|Increased Alertness]], these steps are reversed, where the GM decides what NPCs do, before the player can use this to determine what they will do.&lt;br /&gt;
* '''3)''' The GM announces &amp;quot;Start of Turn ''x''&amp;quot; (x being the turn number).&lt;br /&gt;
* '''4)''' Non-combat actions are invariably resolved before combat actions; anything not involving an attack, such as reloading, swapping spare weapons, using a consumable, etc. (such actions tend to have their own dice to compensate)&lt;br /&gt;
* '''5)''' The Initiative Score (see below) of every creature is compared, then the order of passage is announced.&lt;br /&gt;
* '''6)''' Each participant in the fight resolves its combat actions, in the announced order. This is during this step that attack dice are rolled. Damage calculation steps are made after every attack is resolved, if necessary.&lt;br /&gt;
** ''NOTE:'' If the attack involves firearms, [[Recoil]] and '''Failure Threshold''' are checked.&lt;br /&gt;
** Multiple projectile weapons ([[Buckshot]], [[Flechette]], etc), fired (grenade launchers, rocket launchers..) and thrown explosives (hand grenades..) follow different application of FT rules.&lt;br /&gt;
* '''7)''' Any relevant end-of-turn effects are applied to ALL concerned creatures; effects such as natural [[Pain]] regeneration, periodic damage due to being [[Secondary effect#Elemental|set on fire]], [[Bleeding]] rolls, etc.&lt;br /&gt;
* '''8)''' The turn ends, the GM announces &amp;quot;End of Turn ''x''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Damage calculation steps ====&lt;br /&gt;
Assuming the attack hits...&lt;br /&gt;
* '''A)''' [[Pain]] is calculated first. Various factors affect the end amount, the most important ones being AC, the victim's Pain sensitivity, the various attack multipliers, and so on.&lt;br /&gt;
* '''B)''' [[Limb damage]] is calculated next, using LDV and its modifiers.&lt;br /&gt;
* '''C)''' Other forms of damage are checked if needed (for example, a [[protection chart|Blunt-type attack can cause fractures]], and if needed, applied. Critical successes (rolling 12) may give additional effects.&lt;br /&gt;
** Typically, '''clothing damage''', checks for '''blood loss''', and '''injuries''' such as [[Wound|wounds]], [[Broken limb|fractures]], etc. are checked, with relevant critical success and/or bullet type modifiers applied.&lt;br /&gt;
&lt;br /&gt;
==== Initiative system ====&lt;br /&gt;
The '''Initiative system''' employs the use of a statistic, the '''Initiative Speed (IS)''' to determine the order of passage of a creature involved in combat with another. In other words, the IS is a representation of how fast they are; the better the score, the more they'll be first to attack in a turn.&lt;br /&gt;
&lt;br /&gt;
For humans and beings that can use human-usable weapons, the '''Initiative Score is tied to the weight of the weapon used''', with &amp;quot;1&amp;quot; being the fastest, and &amp;quot;Unsp.&amp;quot; (Unsparable) being the slowest. For other creatures, each of their attacks has an attributed IS value instead.&lt;br /&gt;
&lt;br /&gt;
* Note that IS and weight can be different; the term '''IS tier''' is employed. In normal conditions, a weapon with Weight 14 will have an IS of 14. However, '''there are ways to lower the effective IS of a weapon'''. If an effect speaks of '''lowering IS tiers''', then it is to be considered one tier lower than its actual weight. For a Weight 14 weapon, 1 IS tier down means the new IS score is '''9'''.&lt;br /&gt;
** If multiple tier lowering effects are active, they stack. Two active effects at the same time = 2 tiers down.&lt;br /&gt;
&lt;br /&gt;
During step 5 of turn resolution, the IS of all attempting a combat action is compared. The lowest IS is the fastest, and the fastest goes first. In case multiple creatures have the same IS, their order of passage is random.&lt;br /&gt;
* EXAMPLE: Two creatures are about to fight. Creature A has '''IS 9''', while Creature B has '''IS 14'''. As such, A will go first during that turn. The  order of passage is: A &amp;gt; B.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Certain situations may add exceptions to the Initiative system:&lt;br /&gt;
* Case 1: During turn resolution, two or more participants in a fight have the same IS. How is it resolved?&lt;br /&gt;
** '''Solution:''' This is called a '''speed conflict'''. In this case, a die with as many sides as there are encounters involved is thrown to decide who goes first, then another to decide who goes second, and so on until all have been ordered. If two participants are in a speed conflict, a 1d2 resolves who goes first (and as such who goes second). If there are three, a 1d3 chooses the first, then a 1d2 chooses second and last. And so on for any larger groups.&lt;br /&gt;
* Case 2: Both the contestant's side and at least one encounter side are taking cover at the same time. Who gets the always first advantage?&lt;br /&gt;
** '''Solution:''' First, those who SUCCEED their cover rolls are checked. Those who failed theirs simply take cover, then their turns end. The cover-taking rolls are checked; the highest score goes first. In case of a tie, it is treated as a speed conflict (see above) and is resolved as such.&lt;br /&gt;
** '''NOTE:''' The above applies only for attacks done in the same turn as cover-taking. For any subsequent turns, normal IS speeds are taken in account, assuming all parties in the fight remain behind cover.&lt;br /&gt;
* Case 3: The same situation as Case 2, but there are members in either side who are not taking cover.&lt;br /&gt;
** '''Solution:''' Those taking cover are treated as being always faster than those who are not. In other words, those not taking cover see their actions resolved only after those who did, penalizing recklessness.&lt;br /&gt;
&lt;br /&gt;
===== Initiative Speed tiers =====&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;IS tiers&amp;quot;''' are frequently referred to ; these tiers are nothing more than ways to refer to each of the possible weight values for items, particularly weapons. The higher the IS tier, the heavier - and thus, slower - the item is. In other words, '''lower is better''' in this case.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Tier number'''&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| '''Weight value'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;14&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;18&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;22&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;26&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Unsparable&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== How to describe a combat action ====&lt;br /&gt;
When the player is asked what to do, and they wish to make a combat action (an attack) they have to write a short, descriptive line detailing their intention. Whether or not they will succeed depends on the attack roll they will make later in the turn.&lt;br /&gt;
&lt;br /&gt;
The description line does not have to be written in an elaborate manner, so long as the required information is conveyed. The following examples are all describing the same action and are all acceptable:&lt;br /&gt;
* &amp;quot;[[Beretta AR70/90|AR70/90]], [[Hellhound]], Abdomen, Burst mode, 2 bursts&amp;quot;&lt;br /&gt;
* &amp;quot;John attacks the hellhound using his AR70/90, firing two bursts at the creature's abdomen.&amp;quot;&lt;br /&gt;
* &amp;quot;Fire two bursts at the hellhound's chest with the AR70/90&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following example is also considered acceptable, but is bare-bones and leads to the default values being used.&lt;br /&gt;
* &amp;quot;Jack fires at the hellhound with his AR70/90&amp;quot;.&lt;br /&gt;
In this example, only the target and the weapon used are known; only steps 1 and 3 have been given information, leaving the attack to be interpreted as semi-auto, one shot, towards the hellhound's chest. While valid, it demonstrates that '''omission of information may have underwhelming, or undesired results'''.&lt;br /&gt;
&lt;br /&gt;
In addition to invalidations due to '''insufficient information''' (as explained above) and '''gameplay mechanic impossibility''' (e.g. trying to fire more shots or bursts per turn than the maximum limit), description lines may also be invalidated due to incapabilities related to the weapon; for example, trying to use a non-existent fire mode, or using an accessory that isn't mounted on the weapon.&lt;br /&gt;
* If the contestant attempts to '''fire more rounds than the weapon has left''', then only the remaining shots will be fired, naturally, then the turn ends.&lt;br /&gt;
* If the contestant attempts to '''fire an empty weapon or attachment''', then the turn ends after the weapon has been dry-fired. Attempting to fire more shots than the weapon has left, when the weapon has 0 left, is valid, but ends the turn seemingly prematurely.&lt;br /&gt;
'''NOTE:''' It is impossible to &amp;quot;spray&amp;quot; at multiple targets -at once- even when using full-auto capable weapons, a contestant still has to aim at -a specific target- in particular.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Remember the following steps ====&lt;br /&gt;
*'''1)''' Announce the '''weapon used''' (Writing the weapon's name is recommended, although just announcing the Class is acceptable)&lt;br /&gt;
*'''2)''' Announce the '''use of accessories''', if applicable (If none is specified, it is assumed none is used), unless the accessory has a passive effect; in which case it is always applied.&lt;br /&gt;
*'''3)''' Announce the '''intended target'''&lt;br /&gt;
*'''4)''' Announce the '''target's body part''' (if none given, torso/upper body is assumed)&lt;br /&gt;
*'''5)''' Announce the '''fire mode selected''' or the '''amount of hits attempted''', if applicable (if none given and the weapon has more than one, the lowest possible is assumed)&lt;br /&gt;
*'''6)''' Finally, announce the '''amount of rounds fired / bursts fired / hits attempted''', within the limits possible (If no figure is given, the lowest non-zero amount is assumed)&lt;br /&gt;
&lt;br /&gt;
When the contestant's turn to attack comes, the player makes the attack roll (generally requiring to roll '''as many 2d6s as shots/hits attempted'''). If any hits are successful, damage is then calculated according to the description of the move, the results of the dice rolls, while taking in account [[Weapon accessory|weapon accessories]] and [[Recoil]], if applicable. The calculated damage is then applied. Afterwards, the GM makes a description of the results.&lt;br /&gt;
&lt;br /&gt;
== Other useful ways to use 2d6s ==&lt;br /&gt;
&lt;br /&gt;
*Melee weapons can be used to '''hit multiple times in a single turn'''; '''up to 2''' for Class 5 Long, and '''up to 3''' for Class 5 Short weapons (Does not apply to ranged Class 5 weapons). The player must indicate how many hits he or she will attempt, then roll 2d6 an appropriate amount of times. All hits must target the same body part, just as multiple shots from a firearm are aimed at the same body part.&lt;br /&gt;
&lt;br /&gt;
*'''Cover roll:''' Rolling to take [[Cover|cover]]. The action has a '''fixed''' ('''NOT''' influencable) FT 6 and this cannot be influenced. Rolling positively ensures the Contestant takes cover, which brings added benefits if done successfully, such as maintaining [[Stealth shot|stealth]].&lt;br /&gt;
&lt;br /&gt;
*'''Escape roll:''' Attempting to '''escape during combat'''. The action has a '''fixed''' ('''NOT''' influencable) FT 6, and must be rolled by both the contestant and each ally. If anyone fails their roll, separations may occur; it is entirely possible to abandon an ally that way. Succeeding escape allows the contestant and his/her possible ally to rush to the doors and avoid combat. Failing the escape roll ends immediately the turn, thus caution is advised if the opponent is particularly strong.&lt;br /&gt;
** If stealth has been maintained, this roll becomes a '''Stealth escape roll'''. The difference between the two is that in a stealth escape roll, the escapees are not spotted, which means no alarms raised or enemies calling backup.&lt;br /&gt;
&lt;br /&gt;
== '''Recoil system''' ==&lt;br /&gt;
Please refer to this article: [[Recoil]]&lt;br /&gt;
&lt;br /&gt;
== '''Scripted events''' ==&lt;br /&gt;
Every X rooms, a contestant will find a door that will lead him/her to a specific room. In some cases, the numbers overlap, leading to the contestant having to choose between 2, or more rarely, 3 doors.&lt;br /&gt;
&lt;br /&gt;
*Starting from Room 8, '''every 20 rooms''' : A [[Missions|mission]] opportunity will be there. Missions are optional - the player is given the choice to either enter the room leading to the next mission, or keep wandering in the Mazes.&lt;br /&gt;
*'''Every 35 rooms''': [[Teleporting pad]]&lt;br /&gt;
*'''Every 50 rooms''': [[Bank]]&lt;br /&gt;
*'''Every 60 rooms''': [[MazeSlot]] machine&lt;br /&gt;
*'''Every 77 rooms''': A [[weapon shop]]&lt;br /&gt;
*'''Every 80 rooms''': A [[hiring bureau]]&lt;br /&gt;
*'''Every 90 rooms''': A [[delicatessen]]&lt;br /&gt;
*'''Every 99 rooms''': A [[hospital room]]&lt;br /&gt;
*'''Every 111 rooms''': An [[engineer|engineering workshop]]&lt;br /&gt;
*'''Every 125 rooms''': A [[bionics workshop]]&lt;br /&gt;
*'''Every 150 rooms''': The [[Special Stage]]&lt;br /&gt;
*'''Starting from Room 65, every 50 rooms''' (65th, 115th, 165th...): [[Mines]]&lt;br /&gt;
&lt;br /&gt;
The cycle ends after 600 rooms, then restarts. For all scripted events after 600 rooms, simply treat the 601st room as the 1st, 608th as 8th, and so on. Repeat for any additional cycles.&lt;br /&gt;
&lt;br /&gt;
== '''Unplanned situations and creativity''' ==&lt;br /&gt;
Not every single possible situation can be marked down in the game as a written rule. Players who make use of common sense and creativity may find themselves getting out of situations, or creating certain things that weren't foreseen or planned by the author. Nevertheless, it is the game's policy to not forbid or stop a player from using of creativity to achieve the intended goals, so long as it isn't against the already defined rules.&lt;br /&gt;
&lt;br /&gt;
A few hints and examples of &amp;quot;unplanned&amp;quot; situations that players themselves have made use of and discovered...&lt;br /&gt;
* It is possible to break items made of glass, such as the [[bottle of beer]], to obtain the following weapons: the [[Broken bottle]], or several [[Glass shard|glass shards]]. &lt;br /&gt;
* When metallic objects are destroyed, [[Metal shard|metal shards]] may be obtained and used as weapons.&lt;br /&gt;
* Wooden objects may break into makeshift [[Wooden stick|sticks]], [[Wooden chopstick|chopsticks]], [[Plank|planks]] or even [[Stake|stakes]].&lt;br /&gt;
* Chemistry is fun, especially when it involves fire.&lt;br /&gt;
* There are more things that can be used and interacted with than what is evident.&lt;br /&gt;
* And more...&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Gameplay_mechanics</id>
		<title>Gameplay mechanics</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Gameplay_mechanics"/>
				<updated>2015-11-06T10:34:02Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Turn resolution steps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the important '''gameplay mechanics''' of [[Mazeworld]]. &lt;br /&gt;
&lt;br /&gt;
== '''Aiming and body parts''' ==&lt;br /&gt;
The contestant may choose to attack specific body parts of his/her [[Encounters|enemy]]. Depending on the type of enemy, damage on certain body parts might be higher or lower, often with a special effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a player does not specifies a body part attacked, it is by default the '''upper body''', the '''abdomen''', or other applicable. Please check the individual articles of every [[Encounters|creature]] to learn its body map. Keep in mind that many pieces of [[clothing and armor]], the various Armor Classes of clothing/armor and [[Encounters]], and certain other statistics, can modify or otherwise alter the behavior of damage in relation to body parts.&lt;br /&gt;
&lt;br /&gt;
By default, the following values are used:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Body group'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''[[Pain]] and [[Limb damage]] multiplier'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1x damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1x damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.4x''' damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| EXTREMITY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.5x''' damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| WEAK POINT&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''2x''' damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure threshold +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
HEAD group: Head&amp;lt;br /&amp;gt;&lt;br /&gt;
BODY group: Torso, upper body, lower body...&amp;lt;br /&amp;gt;&lt;br /&gt;
LIMB group: Arms, legs, shoulders, elbows, wings, tentacles...&amp;lt;br /&amp;gt;&lt;br /&gt;
EXTREMITY group: Hands, feet, mandibles, claws, tails, horns...&amp;lt;br /&amp;gt;&lt;br /&gt;
WEAK POINT group: Eyes, genitals, beaks, underbellies...&lt;br /&gt;
&lt;br /&gt;
== '''Basic fighting mechanics''' ==&lt;br /&gt;
Mazeworld requires two kinds of random number generations: regular, ''d6'' dice throws, as well as more complex ''xdy'' throws. Most of the RNG matters are hidden to the player during gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Encounter generation and behavior ====&lt;br /&gt;
&lt;br /&gt;
*When a [[Contestant|contestant]] is facing the door(s) inside a [[Room|room]], unless he/she is facing a door leading to a scripted event (see later), every room is assigned a random number, each number corresponding to a room on the complete list of events. The list of events is randomized between every game, as such, it is impossible to correctly &amp;amp;quot;map&amp;amp;quot; which number corresponds to which room between different games.&lt;br /&gt;
&lt;br /&gt;
*Encountering an enemy triggers a roll which sets '''how many instances of that creature''' will be met and thus, have to be fought. This roll is hidden and depends on each specific species.&lt;br /&gt;
&lt;br /&gt;
*During combat, the [[Tempest|GM]] may roll at its own discretion a '''1d100''' dubbed the '''Temerity roll'''; it is rolled primarily for NPCs (though exceptions can occur). Depending on the situation, if certain events during the fight could be considered strenuous, frightening, or otherwise challenging to the creatures in the fray, the roll is made in an attempt to change their behavior, if it is deemed appropriate.&amp;lt;br/&amp;gt;&lt;br /&gt;
Depending on the score obtained, the encounter may, from negative to positive: Pass out, quake in fear, become very anxious, resume the fight normally, or explode in anger. If an encounter passes out, it can be looted and robbed from without retaliation, until something wakes it up.&amp;lt;br/&amp;gt;&lt;br /&gt;
Furthermore, certain creatures can never be affected by a temerity roll, such as mindless beings (drones, blobs...)&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
*Fighting is '''turn-based'''. Success or failure of the attack of each participant in the fight (contestant, enemy or enemies) is '''decided on dice rolls'''.&lt;br /&gt;
*In order to attack, most weapons require the user to '''aim''' at a particular body part of the chosen enemy; this is called a '''target'''.&lt;br /&gt;
**EXAMPLE: If a [[contestant]] desires to attack a human enemy using a [[Beretta M9]], the contestant can choose to aim at a particular body part of said enemy; i.e. torso, arms, or head.&lt;br /&gt;
**If a target is not specified, then the hits will '''hit a random body part''' (via the '''@bodyaim''' [[IRC bots|bot command]]) instead.&lt;br /&gt;
**Certain weapons cannot be aimed at a precise target on a creature, so instead, simply designating the entire creature as a target may work. &lt;br /&gt;
*When choosing to attack, a participant in a fight may roll '''a 2d6 per shot or hit attempted''', depending on if they're using firearms or other weapons.&lt;br /&gt;
** EXAMPLE: If a [[contestant]] tries to fire three rounds at an enemy using a [[Beretta M9]], he/she has to roll three 2d6s. The command to quickly roll this is '''@roll 3#2d6'''. Adjust the number left to the # symbol to reflect the desired amount.&lt;br /&gt;
** NOTE: Due to bot limitations, it is impossible to roll more than 20 dice at once - if you desire to attack more than 20 times, and if the contestant's weapon allows, simply roll the 20 first in one line, then the remaining shots in another. Repeat for any other increments of 20 needed, and so on.&lt;br /&gt;
&lt;br /&gt;
The result of each 2d6 roll determines whether the shot or hit associated will hit or miss.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During '''normal circumstances''':&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Score'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''What happens'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical success'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits perfectly and deals extra effects [[IRC Bots|(@critwin)]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 to 11&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits successfully where intended&lt;br /&gt;
|-&lt;br /&gt;
| 7 to 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Inaccurate Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack might not hit as intended&lt;br /&gt;
|-&lt;br /&gt;
| 6 to 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Miss'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack fails to hit entirely&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical failure'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon fails to work, jams, is a dud, or hurts the user&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Scoring '''2''' leads to a '''critical failure''', leading in the attack backfiring to the attacker in one way or another.&lt;br /&gt;
**Melee weapons will simply fail to hit, and may lose between 1% and 5% condition per critical failure.&lt;br /&gt;
**Firearms may fail in several different ways, see under for a list of firearm failure types.&lt;br /&gt;
**Explosive ordnance may fail to work as intended, depending on the type.&lt;br /&gt;
**Critical failures with monster attacks may result in the monster hurting themselves.&lt;br /&gt;
&lt;br /&gt;
*Scoring '''between 3 and 6''' leads to a '''miss''' or '''failure''', meaning the attack simply misses.&lt;br /&gt;
*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack MIGHT not hit as intended.&lt;br /&gt;
** For most ranged attacks, an inaccurate hit translates into a '''flat 50% chance to hit modifier''', meaning that the hit is not guaranteed. This means that if an inaccurate hit is rolled, a 1d2 is rolled on top of that; 1 translates into a miss, 2 into a hit.&lt;br /&gt;
** For most melee attacks, including [[unarmed combat]], but excluding martial arts techniques, an inaccurate hit instead translates into a '''flat 0.8x Pain &amp;amp; Limb damage modifier'''.&lt;br /&gt;
*** Martial arts techniques do not take in account inaccurate hits; thus the damage modifier does not apply if the technique is successfully executed.&lt;br /&gt;
*Scoring '''between 9 and 11''' leads to a '''hit''' or '''success''', meaning the attack hits successfully and as intended.&lt;br /&gt;
*Scoring a '''12''' leads to a '''critical success''', leading in the attack landing exactly where the player wished, and may, depending on the victim and the weapon used, cause extra effects (extra damage, additional effects...).&lt;br /&gt;
&lt;br /&gt;
Certain items or effects may affect those thresholds, and certain encounters may have naturally different thresholds - most of the time, they will be referred to as their '''Failure Threshold''', to determine which values will lead to failing an attack.&lt;br /&gt;
&lt;br /&gt;
* NOTE: Inaccuracy range is not a fixed value but instead depends on what the current FT is. It is always equal to (FT score) + 1;2.&lt;br /&gt;
** Assuming the default Failure Threshold of 6, the Inaccuracy range is 7-8. If the FT decreases to 4, Inaccuracy range becomes 5-6, and so on.&lt;br /&gt;
** If FT were to rise to 9 or 10, any non-critical hit will be inaccurate.&lt;br /&gt;
** [[Concentration]] overrides inaccuracy, both regular and secondary effect (see below).&lt;br /&gt;
* NOTE 2: Inaccuracy range may also be modified or deleted by [[Gameplay mechanics#Combat skills|Combat skills]]. Inaccuracy can also be triggered as a [[Secondary effect]], in which case the effect prevails.&lt;br /&gt;
&lt;br /&gt;
==== Battlespace ====&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;[#img [hash 6QJAP5H4F022PP7GX5V9JM4YV2] [height 200]]&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The general term for the space in which creatures evolve when in combat is called the '''battlespace'''. A good visual representation of the battlespace is shown in the picture above.&lt;br /&gt;
&lt;br /&gt;
When combat is ongoing, the battlespace is typically delineated into various components, which help positioning each participant to the current fight:&lt;br /&gt;
* '''Sides''' represent areas of the battlespace.&lt;br /&gt;
* The concept of '''range''' is abstracted into two settings: '''Melee''' (&amp;quot;within melee range&amp;quot;) and '''Ranged'''&lt;br /&gt;
* The presence or not of [[Cover]]&lt;br /&gt;
* The position of each creature, relative to each other.&lt;br /&gt;
&lt;br /&gt;
Every battlespace has 4 sides, though all four sides are rarely used in a typical fight - in the majority of cases, combat occurs on one or two sides. Sides are numbered, and the Contestant's side is always Side 1. Other creatures generally spawn in Side 2, and Sides 3 and 4 are generally only rarely used.&lt;br /&gt;
&lt;br /&gt;
===== Range and movement =====&lt;br /&gt;
&lt;br /&gt;
When not in combat, the battlespace does not matter and items located anywhere in the room may usually be reached and picked up immediately, and other creatures can be talked to and interacted with at any moment. What follows only applies during combat.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;sides&amp;quot; does not represent allegiance, but positioning. While usually, the Contestant and any allies he/she may have always start combat in Side 1 and enemies/other combatants start combat in sides 2-4, each creature is capable of moving across sides and, with the right weapons, attacking other creatures, either on their own side or in other sides.&lt;br /&gt;
&lt;br /&gt;
This is where the concept of '''range''' comes into play, as well as the terms &amp;quot;Melee&amp;quot; and &amp;quot;Ranged&amp;quot;.&lt;br /&gt;
* An attacker creature attempting a melee attack can only target another creature &amp;quot;Within melee range&amp;quot;, which simply means '''on the same side as the attacker'''. An attacker in Side 1 can only melee attack another creature in Side 1, and so on.&lt;br /&gt;
* An attacker creature attempting a ranged attack can target any other creature in the battlespace; ranged, as such, means '''capable to target on any side'''. An attacker in Side 1 can ranged attack any other creature, whether they may be in Side 1, 2, 3 or 4, and so on.&lt;br /&gt;
&lt;br /&gt;
Certain attacks can target &amp;quot;all creatures on the same side&amp;quot;, or &amp;quot;everyone on the same side&amp;quot;. It is as the description implies; if such an attack targets a creature in Side 2, the target - and all other creatures currently in Side 2 will be affected.&lt;br /&gt;
&lt;br /&gt;
Movement across sides during combat is possible, though rules and circumstances may vary depending on what motivates the movement.&lt;br /&gt;
* Typically, movement is done in the context of a '''melee attack''' against a creature on another side; it is referred to as a '''combat movement'''. In order for an attacker creature on one side to melee attack a victim creature on another side, the attacker has to move from their original side to their victim's. When done as part of a melee attack, the attacker moves only when its turn comes; thus movement during an attack directly depends on '''Initiative Speed''' (see [[Gameplay mechanics#Initiative system|below]]).&lt;br /&gt;
** '''''Example:''''' The Contestant is on Side 1, equipped with an iron baseball bat. He is facing a wolf, on Side 2. The wolf prepares to attack by biting, while the Contestant prepares to strike the wolf with the bat. Both of these attacks are, obviously enough, melee attacks. The wolf's bite attack has an Initiative Speed of 3, while the Contestant's bat has an IS of 18. As the wolf's IS score is the lowest, the wolf's attack is the fastest; thus the wolf '''moves from Side 2 to Side 1, then attacks, in one same move'''. Consequently, as the wolf is now in Side 1, the Contestant does not have to move to another side to attack; he may simply strike the wolf as it is within melee range.&lt;br /&gt;
* Movement to another side can also be performed without it being part of an attack; it is called a '''non-combat movement'''. As the term implies, it is a '''non-combat action''', similar to using an item or attempting to flee, which means that it is resolved before combat actions (attacks). Non-combat movement '''takes 1 turn'''; once complete, the turn ends.&lt;br /&gt;
** Non-combat movement '''CANNOT serve as an evasive maneuver from melee attacks'''; a melee attack is defined by the target, not by the location. The only way to evade an attack is to attempt escaping the battlespace entirely, which generally means attempting to leave the room. (See [[Gameplay mechanics#Other useful ways to use 2d6s|here]] for details).&lt;br /&gt;
** Non-combat movement however has other tactical uses, such as reaching items or equipment located on another side, or searching for new cover&lt;br /&gt;
** '''''Example:''''' As before, Contestant on Side 1 with iron baseball bat, versus wolf on Side 2. Instead of attacking the wolf, the Contestant wants to move to Side 3 in order to reach an item that is lying there. In this case, the order is Contestant, Wolf. While the Contestant gets to move first, their turn ends when reaching Side 3, and it doesn't prevent the wolf from attacking the Contestant; the wolf simply follows the Contestant from Side 2 into Side 3 and makes their attack.&lt;br /&gt;
&lt;br /&gt;
==== Special notes regarding accuracy and FT calculation ====&lt;br /&gt;
&lt;br /&gt;
* If several FT modifiers are involved, at no point the total FT can go any lower than 3 or any higher than 10. If, during FT calculation, the end result would be lower than 3, it becomes 3; and if it would be higher than 10, it becomes 10.&lt;br /&gt;
** ''Example 1:'' Knowing that natural FT is 6, X successively consumes [[Amphetamines]], [[Diazepam]] and an [[Mushroom|Accuratio mushroom]]. X is under the effects of three sources of FT-1 thus his FT is lowered by 3. If he consumed another FT reducer, it would be ineffective. &lt;br /&gt;
** ''Example 2:'' X consumes [[Diazepam]] (FT-1), an [[Mushroom|Accuratio mushroom]] (FT-1), [[Amphetamines]] (FT-1) then [[Steroids]] (FT+2). The total calculation is 6-1-1-1+2, making his FT 5.&lt;br /&gt;
&lt;br /&gt;
* Multiple projectile weapons ([[Buckshot]], [[Flechette]], etc), fired explosives (grenade launchers, rocket launchers..) and thrown explosives (hand grenades..) follow different application of FT rules:&lt;br /&gt;
** FT modifiers directly affect the dice score. Just like for explosives, any instance of FT-1 gives a '''+1 bonus to dice score''', and any instance of FT+1 gives a '''-1 malus to dice score'''.&lt;br /&gt;
***Should the modified result ends up being 12 or greater, it counts as a '''critical hit of a natural 12'''. Likewise, if the modified result ends up being 2 or less, it counts as a '''critical failure of a natural 2'''.&lt;br /&gt;
&lt;br /&gt;
==== Firearm failures ====&lt;br /&gt;
When 2s are scored while using firearms, the user is prone to the risk of a critical failure. Certain checks are made if it happens: &lt;br /&gt;
&lt;br /&gt;
*First, a '''d100''' must be rolled once per 2 rolled (Three &amp;quot;2&amp;quot; = three d100 rolls), the results of which are then compared with the gun's [[Firearm maintenance|cleanliness]] statistic. Those rolls are hidden.&lt;br /&gt;
*If the 1d100 roll result is lower or equal to the cleanliness percentage value, the 2 is treated as a normal failure.&lt;br /&gt;
*If however, it is higher, then a '''critical failure''' occurs and must be resolved as such, the type of failure depends on the type of weapon.&lt;br /&gt;
&lt;br /&gt;
===== Firearm failure types =====&lt;br /&gt;
*'''Stovepipe''': This is the most common type of failure, which results in a spent casing stuck in the ejection port.&lt;br /&gt;
**Resolution: The player's turn ends. The contestant performs a '''&amp;quot;tap-rack-ready&amp;quot;''' in order to remove the faulty casing; the weapon is ready to fire next turn.&lt;br /&gt;
*'''Dud rounds''': Certain types of weapons can instead suffer from this, where ammunition simply fails to fire.&lt;br /&gt;
**Resolution: The shot corresponding to the 2 is simply not fired, any subsequent rounds fired afterwards are resolved normally.&lt;br /&gt;
**NOTE: For [[Recoil]] calculation purposes, if a dud round occurs, recoil is reset on the next successful shot.&lt;br /&gt;
*'''Feeding failure''': Belt-fed weapons are prone to this kind of failure. Feeding is blocked due to a double-feed issue, which prevents cycling.&lt;br /&gt;
**Resolution: In order to make the weapon ready again, a reload must be performed; if the user doesn't have a spare belt or mag, they can simply remove and reload the same belt or mag to clear the malfunction. This is a slow process; it ends the turn during which the critfail occurred, and requires another turn to perform the reload if done during combat.&lt;br /&gt;
**It is generally advised to simply switch to another weapon and resolve the malfunction AFTER the fight is finished, if possible.&lt;br /&gt;
*In even rarer cases, '''catastrophic failures''' may occur. These usually destroy the entire weapon.&lt;br /&gt;
&lt;br /&gt;
====== Example ======&lt;br /&gt;
* Assuming FT 6, an [[IWI Jericho 941R]], a semi-automatic pistol, with a cleanliness of 83.57%, is fired 8 times.&lt;br /&gt;
* 8 shots require eight 2d6 rolls. The results of those eight shots are: 7, 8, 5, 2, 8, 2, 7, 10.&lt;br /&gt;
** A 1d100 must be rolled for the first 2 (4th shot), and another for the second 2 (6th shot).&lt;br /&gt;
** On the first 2, the d100 result is 67. 67 is lower than 83.57, as such this shot is treated as a normal failure.&lt;br /&gt;
** On the second 2, the d100 result is 92. 92 is higher than 83.57; as such, it is a critical failure proper. For this weapon, a stovepipe occurs.&lt;br /&gt;
&lt;br /&gt;
==== Kill assists (&amp;quot;Ally kills&amp;quot;) ====&lt;br /&gt;
During fights between multiple encounters and/or groups of encounters, sometimes multiple attacks from different people may land on the same target. In this kind of situation, it may be difficult to establish who has truly killed whom. As such, a system of assists exists in order to determine who should be credited with the kill.&lt;br /&gt;
&lt;br /&gt;
The rule is simple: whoever caused the kill shot, is responsible for the kill, and as such is the only one to receive the relevant stats.&lt;br /&gt;
&lt;br /&gt;
If the contestant's [[Ally|allies]] perform kills, they are counted towards the contestant's total tally. However, kills made by temporary teammates or NPCs fighting by the Contestant's side, do NOT count if they are not formally considered as allies.&lt;br /&gt;
&lt;br /&gt;
==== Executions ====&lt;br /&gt;
During combat, it is possible that all of the Contestant's opponents may be unable to fight anymore, either due to [[Pain|blacking out]], or in other special incapacitating states.&lt;br /&gt;
&lt;br /&gt;
If such a situation occurs and the Contestant wishes to ensure that the opponents are defeated, they can be '''executed'''. An execution works like an attack in that it lasts one turn and uses the same rules and damage as during normal combat, with one exception ; executions cannot miss. A dice roll is still requires to check for critical failures, but any score other than 2 results in a success. An execution can fail if it doesn't kill immediately, however it can be attempted again.&lt;br /&gt;
&lt;br /&gt;
== '''Combat skills''' ==&lt;br /&gt;
As the Contestant progresses, the Contestant may increase their '''combat skills''' (also referred to as '''weapon skills''') and become more proficient in the use of the many weapon categories available in the Mazes.&lt;br /&gt;
&lt;br /&gt;
There exist 17 different weapon categories, and 5 different skill levels. &lt;br /&gt;
&lt;br /&gt;
Skill levels determine the Contestant's proficiency with weapons of that particular weapon category. They are as follows:&lt;br /&gt;
* '''Unskilled''' (0-9 kills) - At this skill level, the Contestant is afflicted with a '''FT+1 malus'''.&lt;br /&gt;
* '''Basic''' (10-24 kills) - The default skill level ; standard FT, no modifiers.&lt;br /&gt;
* '''Skilled''' (25-49 kills) - Standard FT, but '''Inaccuracy Range''' is reduced to FT score +1 (on FT 6, Inaccurate hits now only happen on 7s)&lt;br /&gt;
* '''Expert''' (50-99 kills) - Standard FT, but '''Inaccuracy Range''' is now deleted (meaning no more Inaccurate Hits unless affected by the [[Secondary effect#Accuracy|Inaccuracy effect]])&lt;br /&gt;
* '''Master''' (100+ kills) - At this skill level, not only is the '''Inaccuracy Range''' deleted, but the Contestant also enjoys a '''FT-1 bonus'''.&lt;br /&gt;
&lt;br /&gt;
Skill levels and [[Achievements#Badges|Weapon badges]] are related - from Basic onwards, each badge corresponds to a skill tier.&lt;br /&gt;
&lt;br /&gt;
=== Training and advancing skills ===&lt;br /&gt;
&lt;br /&gt;
The primary and easiest method of advancing a combat skill is to use any weapon of the desired category and successfully kill enemies, until skill is increased to the desired level.&lt;br /&gt;
&lt;br /&gt;
Another method of advancing skills, particularly useful for Contestants seeking to improve their proficiency with low-leveled skills, is through '''training exercises'''.&lt;br /&gt;
&lt;br /&gt;
Training exercises take the form of mini-games, which can be played either in a [[Room|shooting range]] for firearm and explosive skills, or against a wooden training figure in a [[Room|dojo]] for melee skills.&lt;br /&gt;
&lt;br /&gt;
Shooting range training minigames:&lt;br /&gt;
* Target shooting (firearm skills)&lt;br /&gt;
* Quickdraw (firearm skills)&lt;br /&gt;
* Target blasting (explosives skills)&lt;br /&gt;
&lt;br /&gt;
Dojo training minigames:&lt;br /&gt;
* Wooden Man (Melee weapons)&lt;br /&gt;
* Wooden Man (Unarmed)&lt;br /&gt;
&lt;br /&gt;
When completing training minigames, '''Training Points''' (or '''TPs''') may be earned. TPs partially substitute for kills in field conditions. While TPs contribute to increasing skill, they do not add to the kill count.&lt;br /&gt;
* 10 TPs translate into the equivalent of 1 kill for the purposes of skill leveling.&lt;br /&gt;
* A limited amount of Training Points can be earned: 250 per skill, which is just enough to go from zero point Unskilled level to Skilled level. Further training after reaching 250 TPs does not yield any more.&lt;br /&gt;
&lt;br /&gt;
* '''NOTE:''' In addition to improving unarmed combat proficiency, advancing the Martial Arts skill also unlocks the right to be taught certain [[Unarmed combat|techniques]] from the Dojo's martial artist.&lt;br /&gt;
&lt;br /&gt;
== '''Damage and protection systems''' ==&lt;br /&gt;
Please refer to their articles: [[Damage chart]] - [[Protection chart]]&lt;br /&gt;
&lt;br /&gt;
== '''Explicit content''' ==&lt;br /&gt;
''More explanations here: [[Explicit content]]''&lt;br /&gt;
&lt;br /&gt;
== '''Explosives''' ==&lt;br /&gt;
'''''More detailed explanation of rules with explosives can be read on this article: [[Explosives rules]]'''''&lt;br /&gt;
&lt;br /&gt;
== Resolution of a combat turn ==&lt;br /&gt;
Combat may be initiated either by the player, or the GM via external events. Combat is turn-based. When combat begins, a series of steps must be respected at every turn to ensure that all the needed information is provided so that turns can be resolved.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since version 2.5, a brand new turn resolution system has been designed to add a sense of speed and reflexes to combat in MazeWorld: the '''Initiative system'''. This system relies on a statistic, the '''Initiative Score (IS)''', and is one of the most important stats to look out for during combat. The use of IS is detailed later on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every party has the possibility to attempt a wide range of actions when their turn comes during combat. The most obvious of which is fighting. Though other actions may be performed, they usually are under their own set of rules (such as running away, using specific items...), end the turn immediately (skipping the turn, swapping [[Weapon|weapons]] from the backpack...), or remain free (talking...).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Before the first turn ====&lt;br /&gt;
Contestants (and, in fact, other encounters as well) may perform certain actions as soon as they enter a room, before a potential fight starts proper. Those actions are:&lt;br /&gt;
* Taking [[cover]]. If stealth is maintained, the contestant will benefit from an '''always first''' advantage (see below for turn order resolution)&lt;br /&gt;
* Slipping past unnoticed (if stealth is maintained), see [[Gameplay mechanics#Other useful ways to use 2d6s|Other useful ways to use 2d6s]]&lt;br /&gt;
* Escaping (otherwise), see [[Gameplay mechanics#Other useful ways to use 2d6s|Other useful ways to use 2d6s]]&lt;br /&gt;
&lt;br /&gt;
==== Turn resolution steps ====&lt;br /&gt;
* '''1)''' The player (you) is asked what they intend to do for this turn.&lt;br /&gt;
* '''2)''' The GM decides what NPCs intend to do as well.&lt;br /&gt;
** '''NOTE:''' If the player is under the influence of [[Secondary effect#Mind and psyche|Increased Alertness]], these steps are reversed, where the GM decides what NPCs do, before the player can use this to determine what they will do.&lt;br /&gt;
* '''3)''' The GM announces &amp;quot;Start of Turn ''x''&amp;quot; (x being the turn number).&lt;br /&gt;
* '''4)''' Non-combat actions are invariably resolved before combat actions; anything not involving an attack, such as reloading, swapping spare weapons, using a consumable, etc. (such actions tend to have their own dice to compensate)&lt;br /&gt;
* '''5)''' The Initiative Score (see below) of every creature is compared, then the order of passage is announced.&lt;br /&gt;
* '''6)''' Each participant in the fight resolves its combat actions, in the announced order. This is during this step that attack dice are rolled. Damage calculation steps are made after every attack is resolved, if necessary.&lt;br /&gt;
** ''NOTE:'' If the attack involves firearms, [[Recoil]] and '''Failure Threshold''' are checked.&lt;br /&gt;
** Multiple projectile weapons ([[Buckshot]], [[Flechette]], etc), fired (grenade launchers, rocket launchers..) and thrown explosives (hand grenades..) follow different application of FT rules.&lt;br /&gt;
* '''7)''' Any relevant end-of-turn effects are applied to ALL concerned creatures; effects such as natural [[Pain]] regeneration, periodic damage due to being [[Secondary effect#Elemental|set on fire]], [[Bleeding]] rolls, etc.&lt;br /&gt;
* '''8)''' The turn ends, the GM announces &amp;quot;End of Turn ''x''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Damage calculation steps ====&lt;br /&gt;
Assuming the attack hits...&lt;br /&gt;
* '''A)''' [[Pain]] is calculated first. Various factors affect the end amount, the most important ones being AC, the victim's Pain sensitivity, the various attack multipliers, and so on.&lt;br /&gt;
* '''B)''' [[Limb damage]] is calculated next, using LDV and its modifiers.&lt;br /&gt;
* '''C)''' Other forms of damage are checked if needed (for example, a [[protection chart|Blunt-type attack can cause fractures]], and if needed, applied. Critical successes (rolling 12) may give additional effects.&lt;br /&gt;
** Typically, '''clothing damage''', checks for '''blood loss''', and '''injuries''' such as [[Wound|wounds]], [[Broken limb|fractures]], etc. are checked, with relevant critical success and/or bullet type modifiers applied.&lt;br /&gt;
&lt;br /&gt;
==== Initiative system ====&lt;br /&gt;
The '''Initiative system''' employs the use of a statistic, the '''Initiative Speed (IS)''' to determine the order of passage of a creature involved in combat with another. In other words, the IS is a representation of how fast they are; the better the score, the more they'll be first to attack in a turn.&lt;br /&gt;
&lt;br /&gt;
For humans and beings that can use human-usable weapons, the '''Initiative Score is tied to the weight of the weapon used''', with &amp;quot;1&amp;quot; being the fastest, and &amp;quot;Unsp.&amp;quot; (Unsparable) being the slowest. For other creatures, each of their attacks has an attributed IS value instead.&lt;br /&gt;
&lt;br /&gt;
* Note that IS and weight can be different; the term '''IS tier''' is employed. In normal conditions, a weapon with Weight 14 will have an IS of 14. However, '''there are ways to lower the effective IS of a weapon'''. If an effect speaks of '''lowering IS tiers''', then it is to be considered one tier lower than its actual weight. For a Weight 14 weapon, 1 IS tier down means the new IS score is '''9'''.&lt;br /&gt;
** If multiple tier lowering effects are active, they stack. Two active effects at the same time = 2 tiers down.&lt;br /&gt;
&lt;br /&gt;
During step 5 of turn resolution, the IS of all attempting a combat action is compared. The lowest IS is the fastest, and the fastest goes first. In case multiple creatures have the same IS, their order of passage is random.&lt;br /&gt;
* EXAMPLE: Two creatures are about to fight. Creature A has '''IS 9''', while Creature B has '''IS 14'''. As such, A will go first during that turn. The  order of passage is: A &amp;gt; B.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Certain situations may add exceptions to the Initiative system:&lt;br /&gt;
* Case 1: During turn resolution, two or more participants in a fight have the same IS. How is it resolved?&lt;br /&gt;
** '''Solution:''' This is called a '''speed conflict'''. In this case, a die with as many sides as there are encounters involved is thrown to decide who goes first, then another to decide who goes second, and so on until all have been ordered. If two participants are in a speed conflict, a 1d2 resolves who goes first (and as such who goes second). If there are three, a 1d3 chooses the first, then a 1d2 chooses second and last. And so on for any larger groups.&lt;br /&gt;
* Case 2: Both the contestant's side and at least one encounter side are taking cover at the same time. Who gets the always first advantage?&lt;br /&gt;
** '''Solution:''' First, those who SUCCEED their cover rolls are checked. Those who failed theirs simply take cover, then their turns end. The cover-taking rolls are checked; the highest score goes first. In case of a tie, it is treated as a speed conflict (see above) and is resolved as such.&lt;br /&gt;
** '''NOTE:''' The above applies only for attacks done in the same turn as cover-taking. For any subsequent turns, normal IS speeds are taken in account, assuming all parties in the fight remain behind cover.&lt;br /&gt;
* Case 3: The same situation as Case 2, but there are members in either side who are not taking cover.&lt;br /&gt;
** '''Solution:''' Those taking cover are treated as being always faster than those who are not. In other words, those not taking cover see their actions resolved only after those who did, penalizing recklessness.&lt;br /&gt;
&lt;br /&gt;
===== Initiative Speed tiers =====&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;IS tiers&amp;quot;''' are frequently referred to ; these tiers are nothing more than ways to refer to each of the possible weight values for items, particularly weapons. The higher the IS tier, the heavier - and thus, slower - the item is. In other words, '''lower is better''' in this case.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Tier number'''&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| '''Weight value'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;14&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;18&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;22&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;26&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Unsparable&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== How to describe a combat action ====&lt;br /&gt;
When the player is asked what to do, and they wish to make a combat action (an attack) they have to write a short, descriptive line detailing their intention. Whether or not they will succeed depends on the attack roll they will make later in the turn.&lt;br /&gt;
&lt;br /&gt;
The description line does not have to be written in an elaborate manner, so long as the required information is conveyed. The following examples are all describing the same action and are all acceptable:&lt;br /&gt;
* &amp;quot;[[Beretta AR70/90|AR70/90]], [[Hellhound]], Abdomen, Burst mode, 2 bursts&amp;quot;&lt;br /&gt;
* &amp;quot;John attacks the hellhound using his AR70/90, firing two bursts at the creature's abdomen.&amp;quot;&lt;br /&gt;
* &amp;quot;Fire two bursts at the hellhound's chest with the AR70/90&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following example is also considered acceptable, but is bare-bones and leads to the default values being used.&lt;br /&gt;
* &amp;quot;Jack fires at the hellhound with his AR70/90&amp;quot;.&lt;br /&gt;
In this example, only the target and the weapon used are known; only steps 1 and 3 have been given information, leaving the attack to be interpreted as semi-auto, one shot, towards the hellhound's chest. While valid, it demonstrates that '''omission of information may have underwhelming, or undesired results'''.&lt;br /&gt;
&lt;br /&gt;
In addition to invalidations due to '''insufficient information''' (as explained above) and '''gameplay mechanic impossibility''' (e.g. trying to fire more shots or bursts per turn than the maximum limit), description lines may also be invalidated due to incapabilities related to the weapon; for example, trying to use a non-existent fire mode, or using an accessory that isn't mounted on the weapon.&lt;br /&gt;
* If the contestant attempts to '''fire more rounds than the weapon has left''', then only the remaining shots will be fired, naturally, then the turn ends.&lt;br /&gt;
* If the contestant attempts to '''fire an empty weapon or attachment''', then the turn ends after the weapon has been dry-fired. Attempting to fire more shots than the weapon has left, when the weapon has 0 left, is valid, but ends the turn seemingly prematurely.&lt;br /&gt;
'''NOTE:''' It is impossible to &amp;quot;spray&amp;quot; at multiple targets -at once- even when using full-auto capable weapons, a contestant still has to aim at -a specific target- in particular.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Remember the following steps ====&lt;br /&gt;
*'''1)''' Announce the '''weapon used''' (Writing the weapon's name is recommended, although just announcing the Class is acceptable)&lt;br /&gt;
*'''2)''' Announce the '''use of accessories''', if applicable (If none is specified, it is assumed none is used), unless the accessory has a passive effect; in which case it is always applied.&lt;br /&gt;
*'''3)''' Announce the '''intended target'''&lt;br /&gt;
*'''4)''' Announce the '''target's body part''' (if none given, torso/upper body is assumed)&lt;br /&gt;
*'''5)''' Announce the '''fire mode selected''' or the '''amount of hits attempted''', if applicable (if none given and the weapon has more than one, the lowest possible is assumed)&lt;br /&gt;
*'''6)''' Finally, announce the '''amount of rounds fired / bursts fired / hits attempted''', within the limits possible (If no figure is given, the lowest non-zero amount is assumed)&lt;br /&gt;
&lt;br /&gt;
When the contestant's turn to attack comes, the player makes the attack roll (generally requiring to roll '''as many 2d6s as shots/hits attempted'''). If any hits are successful, damage is then calculated according to the description of the move, the results of the dice rolls, while taking in account [[Weapon accessory|weapon accessories]] and [[Recoil]], if applicable. The calculated damage is then applied. Afterwards, the GM makes a description of the results.&lt;br /&gt;
&lt;br /&gt;
== Other useful ways to use 2d6s ==&lt;br /&gt;
&lt;br /&gt;
*Melee weapons can be used to '''hit multiple times in a single turn'''; '''up to 2''' for Class 5 Long, and '''up to 3''' for Class 5 Short weapons (Does not apply to ranged Class 5 weapons). The player must indicate how many hits he or she will attempt, then roll 2d6 an appropriate amount of times. All hits must target the same body part, just as multiple shots from a firearm are aimed at the same body part.&lt;br /&gt;
&lt;br /&gt;
*'''Cover roll:''' Rolling to take [[Cover|cover]]. The action has a '''fixed''' ('''NOT''' influencable) FT 6 and this cannot be influenced. Rolling positively ensures the Contestant takes cover, which brings added benefits if done successfully, such as maintaining [[Stealth shot|stealth]].&lt;br /&gt;
&lt;br /&gt;
*'''Escape roll:''' Attempting to '''escape during combat'''. The action has a '''fixed''' ('''NOT''' influencable) FT 6, and must be rolled by both the contestant and each ally. If anyone fails their roll, separations may occur; it is entirely possible to abandon an ally that way. Succeeding escape allows the contestant and his/her possible ally to rush to the doors and avoid combat. Failing the escape roll ends immediately the turn, thus caution is advised if the opponent is particularly strong.&lt;br /&gt;
** If stealth has been maintained, this roll becomes a '''Stealth escape roll'''. The difference between the two is that in a stealth escape roll, the escapees are not spotted, which means no alarms raised or enemies calling backup.&lt;br /&gt;
&lt;br /&gt;
== '''Recoil system''' ==&lt;br /&gt;
Please refer to this article: [[Recoil]]&lt;br /&gt;
&lt;br /&gt;
== '''Scripted events''' ==&lt;br /&gt;
Every X rooms, a contestant will find a door that will lead him/her to a specific room. In some cases, the numbers overlap, leading to the contestant having to choose between 2, or more rarely, 3 doors.&lt;br /&gt;
&lt;br /&gt;
*Starting from Room 8, '''every 20 rooms''' : A [[Missions|mission]] opportunity will be there. Missions are optional - the player is given the choice to either enter the room leading to the next mission, or keep wandering in the Mazes.&lt;br /&gt;
*'''Every 35 rooms''': [[Teleporting pad]]&lt;br /&gt;
*'''Every 50 rooms''': [[Bank]]&lt;br /&gt;
*'''Every 60 rooms''': [[MazeSlot]] machine&lt;br /&gt;
*'''Every 77 rooms''': A [[weapon shop]]&lt;br /&gt;
*'''Every 80 rooms''': A [[hiring bureau]]&lt;br /&gt;
*'''Every 90 rooms''': A [[delicatessen]]&lt;br /&gt;
*'''Every 99 rooms''': A [[hospital room]]&lt;br /&gt;
*'''Every 111 rooms''': An [[engineer|engineering workshop]]&lt;br /&gt;
*'''Every 125 rooms''': A [[bionics workshop]]&lt;br /&gt;
*'''Every 150 rooms''': The [[Special Stage]]&lt;br /&gt;
*'''Starting from Room 65, every 50 rooms''' (65th, 115th, 165th...): [[Mines]]&lt;br /&gt;
&lt;br /&gt;
The cycle ends after 600 rooms, then restarts. For all scripted events after 600 rooms, simply treat the 601st room as the 1st, 608th as 8th, and so on. Repeat for any additional cycles.&lt;br /&gt;
&lt;br /&gt;
== '''Unplanned situations and creativity''' ==&lt;br /&gt;
Not every single possible situation can be marked down in the game as a written rule. Players who make use of common sense and creativity may find themselves getting out of situations, or creating certain things that weren't foreseen or planned by the author. Nevertheless, it is the game's policy to not forbid or stop a player from using of creativity to achieve the intended goals, so long as it isn't against the already defined rules.&lt;br /&gt;
&lt;br /&gt;
A few hints and examples of &amp;quot;unplanned&amp;quot; situations that players themselves have made use of and discovered...&lt;br /&gt;
* It is possible to break items made of glass, such as the [[bottle of beer]], to obtain the following weapons: the [[Broken bottle]], or several [[Glass shard|glass shards]]. &lt;br /&gt;
* When metallic objects are destroyed, [[Metal shard|metal shards]] may be obtained and used as weapons.&lt;br /&gt;
* Wooden objects may break into makeshift [[Wooden stick|sticks]], [[Wooden chopstick|chopsticks]], [[Plank|planks]] or even [[Stake|stakes]].&lt;br /&gt;
* Chemistry is fun, especially when it involves fire.&lt;br /&gt;
* There are more things that can be used and interacted with than what is evident.&lt;br /&gt;
* And more...&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Guide:Schedule</id>
		<title>Guide:Schedule</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Guide:Schedule"/>
				<updated>2015-03-31T11:27:33Z</updated>
		
		<summary type="html">&lt;p&gt;Auro: /* Week 15, 2015 */ Day naming correction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''Check this page regularly! Do not forget games you have booked!'' ===&lt;br /&gt;
&lt;br /&gt;
If you wish to reserve a game, head to the [http://webchat.stormbit.net/?channels=mazeworld IRC Channel] and ask to have a spot registered. If you are new to the game or if you don't have any character alive or in stasis at the moment, you will have to register a new [[Contestant]].&lt;br /&gt;
&lt;br /&gt;
In order to register a spot on the schedule, you must give the date and hour at which you will be available, in your time zone - it will then be correlated to the GM's time and, if approved, placed on the schedule.&lt;br /&gt;
&lt;br /&gt;
=== Scheduled games and events ===&lt;br /&gt;
&lt;br /&gt;
* '''Legend:''' Session number, Contestant(s) name (Visit number, if not 1), date | player time (12h) [zone] / ''GM time (12h) [zone]''&lt;br /&gt;
&lt;br /&gt;
==== Week 13, 2015 ====&lt;br /&gt;
* ''Monday, March 23rd 2015: Day off''&lt;br /&gt;
* Tuesday, March 24th 2015: Open&lt;br /&gt;
* Wednesday, March 25th 2015: Open&lt;br /&gt;
* ''Thursday, March 26th 2015: Day off''&lt;br /&gt;
* Friday, March 27th 2015: '''Session #118:''' [[Ashlyn May Fairbrook]] | 07:00 (7 AM) [PST] / GM 15:00 (3 PM) [CET] &lt;br /&gt;
* Saturday, March 28th 2015: No game&lt;br /&gt;
* Sunday, March 29th 2015: No game&lt;br /&gt;
&lt;br /&gt;
==== Week 14, 2015 ====&lt;br /&gt;
* ''Monday, March 30th 2015: Day off''&lt;br /&gt;
* Tuesday, March 31st 2015: Open&lt;br /&gt;
* Foolsday, April 1st 2015: Open&lt;br /&gt;
* ''Thursday, April 2nd 2015: Day off''&lt;br /&gt;
* Friday, April 3rd 2015: '''Session #119:''' [[Ashlyn May Fairbrook]] | 07:00 (7 AM) [PST] / GM 15:00 (3 PM) [CET] &lt;br /&gt;
* Saturday, April 4th 2015: Open&lt;br /&gt;
* Sunday, April 5th 2015: Open&lt;br /&gt;
&lt;br /&gt;
==== Week 15, 2015 ====&lt;br /&gt;
* ''Monday, April 6th 2015: Day off''&lt;br /&gt;
* Tuesday, April 7th 2015: Open&lt;br /&gt;
* Wednesday, April 8th 2015: Open&lt;br /&gt;
* ''Thursday, April 9th 2015: Day off''&lt;br /&gt;
* Friday, April 10th 2015: Open&lt;br /&gt;
* Saturday, April 11th 2015: Open&lt;br /&gt;
* Sunday, April 12th 2015: Open&lt;/div&gt;</summary>
		<author><name>Auro</name></author>	</entry>

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