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	<updated>2026-04-10T09:35:51Z</updated>
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	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1836725</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1836725"/>
		<updated>2023-09-18T00:42:52Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 8 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During the transition period, breaking down of precious items from lack of skill proficiency is temporarily disabled&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
* [implemented] Armor skill no longer affect power armor salvage drain (it uses the standard value of &amp;quot;20&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* Climbing&lt;br /&gt;
* Running&lt;br /&gt;
* Strength \_ This becomes Athletics&lt;br /&gt;
* History&lt;br /&gt;
* Legends&lt;br /&gt;
* Theology \_ This becomes Academics&lt;br /&gt;
* First-Aid (Medicine can cover it)&lt;br /&gt;
* Management&lt;br /&gt;
* Economics&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* Athletics&lt;br /&gt;
* Academics&lt;br /&gt;
* Armor&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
== Know issues ==&lt;br /&gt;
* Strength-increasing powers haven&#039;t been reassigned to improving Athletics instead&lt;br /&gt;
* Similarly, History/Legends/Theology haven&#039;t been reassigned to academics&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834431</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834431"/>
		<updated>2023-09-17T17:31:30Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 8 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During the transition period, breaking down of precious items from lack of skill proficiency is temporarily disabled&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
* [implemented] Armor skill no longer affect power armor salvage drain (it uses the standard value of &amp;quot;20&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* Climbing&lt;br /&gt;
* Running&lt;br /&gt;
* Strength \_ This becomes Athletics&lt;br /&gt;
* History&lt;br /&gt;
* Legends&lt;br /&gt;
* Theology \_ This becomes Academics&lt;br /&gt;
* First-Aid (Medicine can cover it)&lt;br /&gt;
* Management&lt;br /&gt;
* Economics&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* Athletics&lt;br /&gt;
* Academics&lt;br /&gt;
* Armor&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834429</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834429"/>
		<updated>2023-09-17T14:13:34Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During the transition period, breaking down of precious items from lack of skill proficiency is temporarily disabled&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
* [implemented] Armor skill no longer affect power armor salvage drain (it uses the standard value of &amp;quot;20&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* Climbing&lt;br /&gt;
* Running&lt;br /&gt;
* Strength \_ This becomes Athletics&lt;br /&gt;
* History&lt;br /&gt;
* Legends&lt;br /&gt;
* Theology \_ This becomes Academics&lt;br /&gt;
* First-Aid (Medicine can cover it)&lt;br /&gt;
* Management&lt;br /&gt;
* Economics&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* Athletics&lt;br /&gt;
* Academics&lt;br /&gt;
* Armor&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834384</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834384"/>
		<updated>2023-09-16T00:07:34Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
* [implemented] Armor skill no longer affect power armor salvage drain (it uses the standard value of &amp;quot;20&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Talk:Skill_proficiency_rework&amp;diff=1834383</id>
		<title>Talk:Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Talk:Skill_proficiency_rework&amp;diff=1834383"/>
		<updated>2023-09-16T00:06:37Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factorization candidates? ==&lt;br /&gt;
==================&lt;br /&gt;
Aziraya&#039;s thoughts:&lt;br /&gt;
&lt;br /&gt;
-climbing + running + strength:&lt;br /&gt;
Generally speaking, these are just overall physical fitness. Alternative would be running + acrobatics + evasion, and climbing + strength as one is more agility and the other is more outright strength.&lt;br /&gt;
&lt;br /&gt;
-History + legends + Theology:&lt;br /&gt;
These are all general &amp;quot;lore skills&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
-Management + Negotiation + Economics:&lt;br /&gt;
Wheeling and dealing.&lt;br /&gt;
&lt;br /&gt;
-Brawling + Melee:&lt;br /&gt;
Close quarter combat overall.&lt;br /&gt;
&lt;br /&gt;
-Underworld + Security:&lt;br /&gt;
These are both things related to the seedier nature of society.&lt;br /&gt;
&lt;br /&gt;
-Design + Comprehension + Research:&lt;br /&gt;
These are all about knowing how something works and how to apply that knowledge.&lt;br /&gt;
&lt;br /&gt;
-Medicine + First Aid:&lt;br /&gt;
Self-explanatory&lt;br /&gt;
&lt;br /&gt;
-Armor + Fortitude:&lt;br /&gt;
Both are generally &amp;quot;how defensive are you&amp;quot; skills.&lt;br /&gt;
&lt;br /&gt;
-Computer + Installation:&lt;br /&gt;
You&#039;re in the tech-business, yo.&lt;br /&gt;
&lt;br /&gt;
=======================&lt;br /&gt;
&lt;br /&gt;
== Forgotten gameplay effect of some stats? ==&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834344</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834344"/>
		<updated>2023-09-15T23:58:04Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: /* Properties of the rework */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Talk:Skill_proficiency_rework&amp;diff=1834342</id>
		<title>Talk:Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Talk:Skill_proficiency_rework&amp;diff=1834342"/>
		<updated>2023-09-15T23:46:09Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;== Factorization candidates? ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factorization candidates? ==&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834341</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834341"/>
		<updated>2023-09-15T23:28:01Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834339</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834339"/>
		<updated>2023-09-15T23:25:59Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* Combat skills no longer affect combat abilities power&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834338</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834338"/>
		<updated>2023-09-15T23:23:22Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* intimidation no longer affects shop prices&lt;br /&gt;
* economics no longer affects shop prices&lt;br /&gt;
* Xeno is no longer needed to see enemy HP&lt;br /&gt;
* Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834337</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834337"/>
		<updated>2023-09-15T22:41:52Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* intimidation no longer affects shop prices&lt;br /&gt;
* economics no longer affects shop prices&lt;br /&gt;
* Xeno is no longer needed to see enemy HP&lt;br /&gt;
* Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834335</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834335"/>
		<updated>2023-09-15T22:17:50Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* intimidation no longer affects shop prices&lt;br /&gt;
* economics no longer affects shop prices&lt;br /&gt;
* Xeno is no longer needed to see enemy HP&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834334</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834334"/>
		<updated>2023-09-15T22:17:31Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* intimidation no longer affect shop prices&lt;br /&gt;
* economics no longer affect shop prices&lt;br /&gt;
* Xeno is no longer needed to see enemy XP&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834332</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834332"/>
		<updated>2023-09-15T21:58:18Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* intimidation&lt;br /&gt;
* economics&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834329</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834329"/>
		<updated>2023-09-15T21:10:35Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834328</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834328"/>
		<updated>2023-09-15T21:07:28Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;== Intent == * The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay * The...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Portrait&amp;diff=1761521</id>
		<title>Nyazuli/Portrait</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Portrait&amp;diff=1761521"/>
		<updated>2023-01-28T23:35:26Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Nyazuli.png|thumb]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Crafting_commission&amp;diff=1536629</id>
		<title>Crafting commission</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Crafting_commission&amp;diff=1536629"/>
		<updated>2021-07-04T13:20:53Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;In this game, it is possible to commission a skilled crafter to make an item for you. Some player will mark their characters as a public crafter, which everyone c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this game, it is possible to commission a skilled [[crafting|crafter]] to make an item for you. Some player will mark their characters as a public crafter, which everyone can then use (for a fee) to craft any item they are otherwise able to craft themself. The fee always is a percentage of the crafting cost of an item, anywhere between 1% and 100%. &lt;br /&gt;
&lt;br /&gt;
Commissioning can only be accessed on the web at this address https://flexiblesurvival.com/index?craft. Not selecting any crafter allows you to web craft an item yourself, selecting a crafter gives you access to commission crafting.&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Crafting&amp;diff=1536628</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Crafting&amp;diff=1536628"/>
		<updated>2021-07-04T13:17:48Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: /* Crafting process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Crafting is the main mechanism through which players acquire combat-ready equipment. It also offers a variety of roleplay item options with no effect on combat but mutagenic or cosmetic properties. This system is central to the flexible survival experience as a result&lt;br /&gt;
&lt;br /&gt;
== Crafting knowledge ==&lt;br /&gt;
Crafting knowledge is separate in 3 categories: &lt;br /&gt;
* [[crafting skill]] - How high is your skill at using the five different types of salvage for crafting;&lt;br /&gt;
* [[recipe|recipes]] - Think of these as the blueprints for the base items, and;&lt;br /&gt;
* [[Craftmod|modifiers]] - Things you can add to give more bang to the items.&lt;br /&gt;
&lt;br /&gt;
To craft an item, you need to know its [[recipe]], as well as the appropriate skill to perform this recipe. Crafting skill doesn&#039;t affect the final quality of the recipe, nor success chance. You either can craft or you can&#039;t&lt;br /&gt;
&lt;br /&gt;
Each modifier increases the crafting cost of an item, as well as its potency, in the way described by the modifier, adding an upper limit to the power of items a player can craft. &lt;br /&gt;
For example, adding [[extra lethal]] to a [[light melee]] will make a light melee, with all its usual properties, but dealing 30% more damage! However it would require 7 skill in [[crafting skill#mechanical]] instead of 1, as well as cost double the [[Freecred]] and double the [[Experience]] to make.&lt;br /&gt;
&lt;br /&gt;
A player with the maximum &amp;quot;natural&amp;quot; crafting skill of 70 can usually add 4 modifiers to an item, a [[Top Tier Crafts|top-tier crafter]] can reach 80 crafting skill and sometimes add up to 5, and there are ways to reach up to 7 modifiers of your choice on some very specific items. All items can usually support 6 modifiers of any kind using [[dropmods]]. Items with up to 8 modifiers can drop from [[Mysterious Glowing Key]], but two of them will be among a list of non-combat modifiers, such as [[height gaining]] or [[nutty]], for example.&lt;br /&gt;
&lt;br /&gt;
== Crafting process ==&lt;br /&gt;
To craft an item from the game, the following command is used:&lt;br /&gt;
  make recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]]&lt;br /&gt;
To test craft an item, outputting the cost of such a craft and whether or not you know how to, and have the skills to make it, the following command is used:&lt;br /&gt;
  test recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]]&lt;br /&gt;
To check which [[crafting commission|public crafter]] can make a given item, simply add &amp;lt;code&amp;gt;#maker&amp;lt;/code&amp;gt; at the end of the test command:&lt;br /&gt;
  test recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]] #maker&lt;br /&gt;
&lt;br /&gt;
Examples of valid commands:&lt;br /&gt;
  make [[light melee]]&lt;br /&gt;
  make [[grenade]]=[[extra lethal]],[[basic spread]]&lt;br /&gt;
  test [[jelly bean]]=[[bimbolicious]]&lt;br /&gt;
  test [[coffee hypo]]=[[heavy]],[[unpredictable]],[[overwhelming]] #maker&lt;br /&gt;
&lt;br /&gt;
Crafting an item is done by inputting the previous &#039;make&#039; command, in which the user describes the [[recipe|base recipe]] to craft, as well as some starting [[modifiers]] or &amp;quot;mods&amp;quot; with which the item should start. The system then calculates the resources needed to craft such an item. Those resources include:&lt;br /&gt;
* [[Salvage]]: The main crafting resource, ALL items need some form of salvage to craft&lt;br /&gt;
* [[Nanites]]: The secondary crafting resource, all recipes require some, but very often in small quantities&lt;br /&gt;
* [[Freecred]]: The tertiary crafting resource, it&#039;s easy to come by, but very often required, in sometimes very high quantities&lt;br /&gt;
* [[Experience]]: Some items will require you to spend experience to craft, although this is a rare occurrence&lt;br /&gt;
* Rare items: Some premium recipes require special items acquired in an exotic shop ([[mako|elite shop]] and [[Reward_token|token shop]]) or through minigames ([[Fishing]] and [[Racing]])&lt;br /&gt;
&lt;br /&gt;
After confirmation, you will be prompted to rename and reskin the item to fit your own character fantasy. sending &amp;quot; &amp;quot; will leave the default one for the base recipe&lt;br /&gt;
&lt;br /&gt;
== Aftermarket modifications (craftmods and nanite workbench) ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, one isn&#039;t capable of crafting a full 4 or 5-slotted item in one go, either because they lack the resources or skills to do so, or because they changed their mind after crafting the base item. It is possible to remove or add modifiers to an already existing item.&lt;br /&gt;
&lt;br /&gt;
=== Craftmods ===&lt;br /&gt;
&lt;br /&gt;
It is possible for a player to directly craft a modifier, without adding it to any item, the resulting product is called a &amp;quot;craftmod&amp;quot;. When used from the inventory, a craftmod while ask on which item you want to append it, making you pay the difference in cost between the item you currently have and the item resulting from adding the current modifier. Adding a craftmod requires that the person making the craftmod or the user of the craftmod (whichever has the highest skill) is otherwise capable of making the item from scratch.&lt;br /&gt;
&lt;br /&gt;
A craftmod has a tier. You can make a craftmod of any tier, regardless of your crafting level. You may only append a craftmod on an item having strictly less modifiers already present than the tier. As for example, you can append a tier 3 craftmod to an item with 1 or 2 modifiers already present, but you cannot add this same craftmod to an item already having 3 modifiers on it, you would need a tier 4 craftmod for that.&lt;br /&gt;
&lt;br /&gt;
Crafting a craftmod costs 10^tier freecred. Those freecred are effectively lost as a price to pay for the convenience of finishing an item later. (example: a tier 3 craftmod costs 10^3=1000 freecred to make)&lt;br /&gt;
&lt;br /&gt;
The following command is used to make a craftmod:&lt;br /&gt;
  craftmod modifier=tier&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  make light melee=extra lethal&lt;br /&gt;
  (Costs 10 common mechanical, 5 common energy, 200 freecreds and 220ng of nanites to make the full item)&lt;br /&gt;
  make light melee&lt;br /&gt;
  (Costs 10 common mechanical, 100 creds and 10ng of nanites to make the base item without modifier)&lt;br /&gt;
  craftmod extra lethal=1&lt;br /&gt;
  (Costs 10^1 = 10 freecred to make the craftmod)&lt;br /&gt;
  use #&lt;br /&gt;
  (Costs 5 common energy, 100 freecred, and 210ng of nanites to pay the difference. There is no refund for the 10 freecred &amp;quot;crafting cost&amp;quot; of the craftmod itself)&lt;br /&gt;
&lt;br /&gt;
=== Nanite workshop ===&lt;br /&gt;
In addition to offering a 5% discount for crafting in a room containing a nanite workshop, you also gain access to the following command:&lt;br /&gt;
  craft modifier strip&lt;br /&gt;
Typing &amp;lt;code&amp;gt;craft modifier strip&amp;lt;/code&amp;gt; in a room with a nanite workshop, such as &amp;lt;code&amp;gt;[Zephyr Inc]: Nanite Workshop&amp;lt;/code&amp;gt;, which can be found by typing the command &amp;lt;code&amp;gt;rtrace [Zephyr Inc]: Nanite Workshop&amp;lt;/code&amp;gt;, will open a program guiding you through the process of &#039;&#039;&#039;removing&#039;&#039;&#039; a modifier from an existing item. &#039;&#039;&#039;Doing so does not offer any refund&#039;&#039;&#039;, be careful&lt;br /&gt;
&lt;br /&gt;
== (advanced) 5-slotting, 6-slotting, 7-slotting ==&lt;br /&gt;
=== Dropmods ===&lt;br /&gt;
Using the knowledge above, you should be capable to 4-slot any item in the game, you might even be able to 5-slot some other item. But to reach up to 7 slots, you will need to use [[dropmod]]. Dropmod are very similar to craftmod, except they aren&#039;t crafted but dropped from various systems in the games and have &amp;quot;crafting skills&amp;quot; above what players can reach, up to twice the maximum value. Those systems include: the +reward command, [[Mysterious Glowing Key]], or [[Small Craftmod Key]] and [[Craftmod Key]] from the [[Reward_token|token shop]]&lt;br /&gt;
&lt;br /&gt;
Dropmods can be appended to any item, as long as their intrinsic skill is high enough for the resulting item, instead of the 8 tiers from normal craftmod, their tier can be 1, 2 or 3. You can check the crafting skill the dropmod has by inspecting it with &amp;lt;code&amp;gt;i #number in your inventory&amp;lt;/code&amp;gt;, like this: &amp;lt;code&amp;gt;i 14&amp;lt;/code&amp;gt;. Each tier with has a higher crafting skill ceiling than the previous, making T1 dropmod ideal for 5-slotting, T2 dropmod ideal for 6-slotting and finally the exceptionally rare and elusive T3 dropmod for 7-slotting. Since only T1, and T2 can be farmed efficiently and reliably, 7-slotting is usually not discussed by minmaxers in-game, unless the purpose is to 7-slot something using up to T2 dropmods only (which is possible if one chooses specifically &amp;quot;simple&amp;quot; modifiers, like [[jumbo pack]] as for example, but rarely more beneficial than using the best 6 modifiers on an item the game can offer)&lt;br /&gt;
&lt;br /&gt;
Additionally, an item having a T2 dropmod will have all their stats increased by 5%, an item with a T3 dropmod will have all their stats increased by an additional 10%. These bonuses stack.&lt;br /&gt;
&lt;br /&gt;
=== Dropmod trade ===&lt;br /&gt;
Since most sources of dropmod are randomized, it&#039;s possible to trade a dropmod for another one of the same tier. This requires buying and using a [[Craftmod trade]] or [[Craftmod selective trade]] from the [[Reward_token|token shop]]. Alternatively, they can be traded with other players directly, using the &amp;lt;code&amp;gt;Auction&amp;lt;/code&amp;gt; channel&lt;br /&gt;
&lt;br /&gt;
=== Dropmod upgrade ===&lt;br /&gt;
The effective crafting skill of a dropmod being randomized, it&#039;s possible to have a T2 dropmod incapable of 6-slotting an item. In this case, it&#039;s possible to upgrade them using [[Craftmod Upgrade]] from the [[Reward_token|token shop]], when that happens, I usually recommend to try adding the dropmod, and if it fails, apply one craftmod upgrade to it and try again, until the game lets you do so&lt;br /&gt;
&lt;br /&gt;
==A note on statuses==&lt;br /&gt;
If you create two passive items that provide the same status effect, only the highest of them will be applied. Passive statuses do not stack. For instance, you can create two different Light Energy Armor and equip both at the same time, but you will only receive the EnergyDamageResist from the highest source.&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Crafting&amp;diff=1536627</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Crafting&amp;diff=1536627"/>
		<updated>2021-07-04T13:17:28Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: /* Crafting process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Crafting is the main mechanism through which players acquire combat-ready equipment. It also offers a variety of roleplay item options with no effect on combat but mutagenic or cosmetic properties. This system is central to the flexible survival experience as a result&lt;br /&gt;
&lt;br /&gt;
== Crafting knowledge ==&lt;br /&gt;
Crafting knowledge is separate in 3 categories: &lt;br /&gt;
* [[crafting skill]] - How high is your skill at using the five different types of salvage for crafting;&lt;br /&gt;
* [[recipe|recipes]] - Think of these as the blueprints for the base items, and;&lt;br /&gt;
* [[Craftmod|modifiers]] - Things you can add to give more bang to the items.&lt;br /&gt;
&lt;br /&gt;
To craft an item, you need to know its [[recipe]], as well as the appropriate skill to perform this recipe. Crafting skill doesn&#039;t affect the final quality of the recipe, nor success chance. You either can craft or you can&#039;t&lt;br /&gt;
&lt;br /&gt;
Each modifier increases the crafting cost of an item, as well as its potency, in the way described by the modifier, adding an upper limit to the power of items a player can craft. &lt;br /&gt;
For example, adding [[extra lethal]] to a [[light melee]] will make a light melee, with all its usual properties, but dealing 30% more damage! However it would require 7 skill in [[crafting skill#mechanical]] instead of 1, as well as cost double the [[Freecred]] and double the [[Experience]] to make.&lt;br /&gt;
&lt;br /&gt;
A player with the maximum &amp;quot;natural&amp;quot; crafting skill of 70 can usually add 4 modifiers to an item, a [[Top Tier Crafts|top-tier crafter]] can reach 80 crafting skill and sometimes add up to 5, and there are ways to reach up to 7 modifiers of your choice on some very specific items. All items can usually support 6 modifiers of any kind using [[dropmods]]. Items with up to 8 modifiers can drop from [[Mysterious Glowing Key]], but two of them will be among a list of non-combat modifiers, such as [[height gaining]] or [[nutty]], for example.&lt;br /&gt;
&lt;br /&gt;
== Crafting process ==&lt;br /&gt;
To craft an item from the game, the following command is used:&lt;br /&gt;
  make recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]]&lt;br /&gt;
To test craft an item, outputting the cost of such a craft and whether or not you know how to, and have the skills to make it, the following command is used:&lt;br /&gt;
  test recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]]&lt;br /&gt;
To check which [[public crafter|crafting commission]] can make a given item, simply add &amp;lt;code&amp;gt;#maker&amp;lt;/code&amp;gt; at the end of the test command:&lt;br /&gt;
  test recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]] #maker&lt;br /&gt;
&lt;br /&gt;
Examples of valid commands:&lt;br /&gt;
  make [[light melee]]&lt;br /&gt;
  make [[grenade]]=[[extra lethal]],[[basic spread]]&lt;br /&gt;
  test [[jelly bean]]=[[bimbolicious]]&lt;br /&gt;
  test [[coffee hypo]]=[[heavy]],[[unpredictable]],[[overwhelming]] #maker&lt;br /&gt;
&lt;br /&gt;
Crafting an item is done by inputting the previous &#039;make&#039; command, in which the user describes the [[recipe|base recipe]] to craft, as well as some starting [[modifiers]] or &amp;quot;mods&amp;quot; with which the item should start. The system then calculates the resources needed to craft such an item. Those resources include:&lt;br /&gt;
* [[Salvage]]: The main crafting resource, ALL items need some form of salvage to craft&lt;br /&gt;
* [[Nanites]]: The secondary crafting resource, all recipes require some, but very often in small quantities&lt;br /&gt;
* [[Freecred]]: The tertiary crafting resource, it&#039;s easy to come by, but very often required, in sometimes very high quantities&lt;br /&gt;
* [[Experience]]: Some items will require you to spend experience to craft, although this is a rare occurrence&lt;br /&gt;
* Rare items: Some premium recipes require special items acquired in an exotic shop ([[mako|elite shop]] and [[Reward_token|token shop]]) or through minigames ([[Fishing]] and [[Racing]])&lt;br /&gt;
&lt;br /&gt;
After confirmation, you will be prompted to rename and reskin the item to fit your own character fantasy. sending &amp;quot; &amp;quot; will leave the default one for the base recipe&lt;br /&gt;
&lt;br /&gt;
== Aftermarket modifications (craftmods and nanite workbench) ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, one isn&#039;t capable of crafting a full 4 or 5-slotted item in one go, either because they lack the resources or skills to do so, or because they changed their mind after crafting the base item. It is possible to remove or add modifiers to an already existing item.&lt;br /&gt;
&lt;br /&gt;
=== Craftmods ===&lt;br /&gt;
&lt;br /&gt;
It is possible for a player to directly craft a modifier, without adding it to any item, the resulting product is called a &amp;quot;craftmod&amp;quot;. When used from the inventory, a craftmod while ask on which item you want to append it, making you pay the difference in cost between the item you currently have and the item resulting from adding the current modifier. Adding a craftmod requires that the person making the craftmod or the user of the craftmod (whichever has the highest skill) is otherwise capable of making the item from scratch.&lt;br /&gt;
&lt;br /&gt;
A craftmod has a tier. You can make a craftmod of any tier, regardless of your crafting level. You may only append a craftmod on an item having strictly less modifiers already present than the tier. As for example, you can append a tier 3 craftmod to an item with 1 or 2 modifiers already present, but you cannot add this same craftmod to an item already having 3 modifiers on it, you would need a tier 4 craftmod for that.&lt;br /&gt;
&lt;br /&gt;
Crafting a craftmod costs 10^tier freecred. Those freecred are effectively lost as a price to pay for the convenience of finishing an item later. (example: a tier 3 craftmod costs 10^3=1000 freecred to make)&lt;br /&gt;
&lt;br /&gt;
The following command is used to make a craftmod:&lt;br /&gt;
  craftmod modifier=tier&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  make light melee=extra lethal&lt;br /&gt;
  (Costs 10 common mechanical, 5 common energy, 200 freecreds and 220ng of nanites to make the full item)&lt;br /&gt;
  make light melee&lt;br /&gt;
  (Costs 10 common mechanical, 100 creds and 10ng of nanites to make the base item without modifier)&lt;br /&gt;
  craftmod extra lethal=1&lt;br /&gt;
  (Costs 10^1 = 10 freecred to make the craftmod)&lt;br /&gt;
  use #&lt;br /&gt;
  (Costs 5 common energy, 100 freecred, and 210ng of nanites to pay the difference. There is no refund for the 10 freecred &amp;quot;crafting cost&amp;quot; of the craftmod itself)&lt;br /&gt;
&lt;br /&gt;
=== Nanite workshop ===&lt;br /&gt;
In addition to offering a 5% discount for crafting in a room containing a nanite workshop, you also gain access to the following command:&lt;br /&gt;
  craft modifier strip&lt;br /&gt;
Typing &amp;lt;code&amp;gt;craft modifier strip&amp;lt;/code&amp;gt; in a room with a nanite workshop, such as &amp;lt;code&amp;gt;[Zephyr Inc]: Nanite Workshop&amp;lt;/code&amp;gt;, which can be found by typing the command &amp;lt;code&amp;gt;rtrace [Zephyr Inc]: Nanite Workshop&amp;lt;/code&amp;gt;, will open a program guiding you through the process of &#039;&#039;&#039;removing&#039;&#039;&#039; a modifier from an existing item. &#039;&#039;&#039;Doing so does not offer any refund&#039;&#039;&#039;, be careful&lt;br /&gt;
&lt;br /&gt;
== (advanced) 5-slotting, 6-slotting, 7-slotting ==&lt;br /&gt;
=== Dropmods ===&lt;br /&gt;
Using the knowledge above, you should be capable to 4-slot any item in the game, you might even be able to 5-slot some other item. But to reach up to 7 slots, you will need to use [[dropmod]]. Dropmod are very similar to craftmod, except they aren&#039;t crafted but dropped from various systems in the games and have &amp;quot;crafting skills&amp;quot; above what players can reach, up to twice the maximum value. Those systems include: the +reward command, [[Mysterious Glowing Key]], or [[Small Craftmod Key]] and [[Craftmod Key]] from the [[Reward_token|token shop]]&lt;br /&gt;
&lt;br /&gt;
Dropmods can be appended to any item, as long as their intrinsic skill is high enough for the resulting item, instead of the 8 tiers from normal craftmod, their tier can be 1, 2 or 3. You can check the crafting skill the dropmod has by inspecting it with &amp;lt;code&amp;gt;i #number in your inventory&amp;lt;/code&amp;gt;, like this: &amp;lt;code&amp;gt;i 14&amp;lt;/code&amp;gt;. Each tier with has a higher crafting skill ceiling than the previous, making T1 dropmod ideal for 5-slotting, T2 dropmod ideal for 6-slotting and finally the exceptionally rare and elusive T3 dropmod for 7-slotting. Since only T1, and T2 can be farmed efficiently and reliably, 7-slotting is usually not discussed by minmaxers in-game, unless the purpose is to 7-slot something using up to T2 dropmods only (which is possible if one chooses specifically &amp;quot;simple&amp;quot; modifiers, like [[jumbo pack]] as for example, but rarely more beneficial than using the best 6 modifiers on an item the game can offer)&lt;br /&gt;
&lt;br /&gt;
Additionally, an item having a T2 dropmod will have all their stats increased by 5%, an item with a T3 dropmod will have all their stats increased by an additional 10%. These bonuses stack.&lt;br /&gt;
&lt;br /&gt;
=== Dropmod trade ===&lt;br /&gt;
Since most sources of dropmod are randomized, it&#039;s possible to trade a dropmod for another one of the same tier. This requires buying and using a [[Craftmod trade]] or [[Craftmod selective trade]] from the [[Reward_token|token shop]]. Alternatively, they can be traded with other players directly, using the &amp;lt;code&amp;gt;Auction&amp;lt;/code&amp;gt; channel&lt;br /&gt;
&lt;br /&gt;
=== Dropmod upgrade ===&lt;br /&gt;
The effective crafting skill of a dropmod being randomized, it&#039;s possible to have a T2 dropmod incapable of 6-slotting an item. In this case, it&#039;s possible to upgrade them using [[Craftmod Upgrade]] from the [[Reward_token|token shop]], when that happens, I usually recommend to try adding the dropmod, and if it fails, apply one craftmod upgrade to it and try again, until the game lets you do so&lt;br /&gt;
&lt;br /&gt;
==A note on statuses==&lt;br /&gt;
If you create two passive items that provide the same status effect, only the highest of them will be applied. Passive statuses do not stack. For instance, you can create two different Light Energy Armor and equip both at the same time, but you will only receive the EnergyDamageResist from the highest source.&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Dropmods&amp;diff=1536626</id>
		<title>Dropmods</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Dropmods&amp;diff=1536626"/>
		<updated>2021-07-04T13:16:23Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;Dropmods is short for &amp;quot;dropped craftmod&amp;quot;. In general, craftmod are limited by the ability of the craftmod maker, up to 80 skills for the purpose of modifying an item,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dropmods is short for &amp;quot;dropped [[craftmod]]&amp;quot;. In general, [[craftmod]] are limited by the ability of the craftmod maker, up to 80 skills for the purpose of modifying an item, dropmods have no such limitation, and can have effective skills up to 150.&lt;br /&gt;
&lt;br /&gt;
Dropmods can be appended to any item, as long as their intrinsic skill is high enough for the resulting item, instead of the 8 tiers from normal craftmod, their tier can be 1, 2 or 3. You can check the crafting skill the dropmod has by inspecting it with i #number in your inventory, like this: i 14. Each tier has a higher crafting skill ceiling than the previous, making T1 dropmod ideal for 5-slotting, T2 dropmod ideal for 6-slotting and finally the exceptionally rare and elusive T3 dropmod for 7-slotting. Since only T1, and T2 can be farmed efficiently and reliably, 7-slotting is usually not discussed by minmaxers in-game, unless the purpose is to 7-slot something using up to T2 dropmods only (which is possible if one chooses specifically &amp;quot;simple&amp;quot; modifiers, like jumbo pack as for example, but rarely more beneficial than using the best 6 modifiers on an item the game can offer)&lt;br /&gt;
&lt;br /&gt;
Additionally, an item having a T2 dropmod will have all their stats increased by 5%, an item with a T3 dropmod will have all their stats increased by an additional 10%. These bonuses stack.&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Freecred&amp;diff=1536625</id>
		<title>Freecred</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Freecred&amp;diff=1536625"/>
		<updated>2021-07-04T13:12:47Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Freecred is the main currency of the game, it can be obtained through various activities like:&lt;br /&gt;
* [[social actions]]&lt;br /&gt;
* [[combat]]&lt;br /&gt;
* [[mining]] (by selling the salvage obtained)&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Freecred&amp;diff=1536624</id>
		<title>Freecred</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Freecred&amp;diff=1536624"/>
		<updated>2021-07-04T13:12:37Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;Freecred is the main currency of the game, it can be obtained through various activities like: * social action * combat * mining (by selling the salvage obtained)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Freecred is the main currency of the game, it can be obtained through various activities like:&lt;br /&gt;
* [[social action]]&lt;br /&gt;
* [[combat]]&lt;br /&gt;
* [[mining]] (by selling the salvage obtained)&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Category:Damage_Modifier&amp;diff=1532565</id>
		<title>Category:Damage Modifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Category:Damage_Modifier&amp;diff=1532565"/>
		<updated>2021-06-20T21:56:29Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier!!Damage&lt;br /&gt;
|-&lt;br /&gt;
|Amplifying||+20%&lt;br /&gt;
|-&lt;br /&gt;
|Backstabbing||+15%&lt;br /&gt;
|-&lt;br /&gt;
|Basic Spread||-50%&lt;br /&gt;
|-&lt;br /&gt;
|Blocking||-10%&lt;br /&gt;
|-&lt;br /&gt;
|Blunt||+10%&lt;br /&gt;
|-&lt;br /&gt;
|Burning||+5%&lt;br /&gt;
|-&lt;br /&gt;
|Cheap||-10%&lt;br /&gt;
|-&lt;br /&gt;
|Crippling||+20%&lt;br /&gt;
|-&lt;br /&gt;
|Cut Rate||-5%&lt;br /&gt;
|-&lt;br /&gt;
|Decked Out||-5%&lt;br /&gt;
|-&lt;br /&gt;
|Diseased||-5%&lt;br /&gt;
|-&lt;br /&gt;
|Duplicating||-40%&lt;br /&gt;
|-&lt;br /&gt;
|Extra Lethal||+30%&lt;br /&gt;
|-&lt;br /&gt;
|Extraplanar||+5%&lt;br /&gt;
|-&lt;br /&gt;
|Extreme spread||-75%&lt;br /&gt;
|-&lt;br /&gt;
|Focused||+15%&lt;br /&gt;
|-&lt;br /&gt;
|Frigid||+10%&lt;br /&gt;
|-&lt;br /&gt;
|Heavy||+35%&lt;br /&gt;
|-&lt;br /&gt;
|Hooked||+10%&lt;br /&gt;
|-&lt;br /&gt;
|Improved||+10%&lt;br /&gt;
|-&lt;br /&gt;
|Instant Drawing||-10%&lt;br /&gt;
|-&lt;br /&gt;
|Intricately Wrought||+5%&lt;br /&gt;
|-&lt;br /&gt;
|Light||-40%&lt;br /&gt;
|-&lt;br /&gt;
|Overcharged||+20%&lt;br /&gt;
|-&lt;br /&gt;
|Poisoned||+10%&lt;br /&gt;
|-&lt;br /&gt;
|Potent||+20%&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Cooling||-10%&lt;br /&gt;
|-&lt;br /&gt;
|Static||+10%&lt;br /&gt;
|-&lt;br /&gt;
|Sticky||+10%&lt;br /&gt;
|-&lt;br /&gt;
|Stiffened||+15%&lt;br /&gt;
|-&lt;br /&gt;
|Suppressing||+10%&lt;br /&gt;
|-&lt;br /&gt;
|Toughened||+10%&lt;br /&gt;
|-&lt;br /&gt;
|Unpredictable||+30%&lt;br /&gt;
|-&lt;br /&gt;
|Weighted||+20%&lt;br /&gt;
|-&lt;br /&gt;
|Whirling||+10%&lt;br /&gt;
|-&lt;br /&gt;
|Wild||+15%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Crafting_skill&amp;diff=1532546</id>
		<title>Crafting skill</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Crafting_skill&amp;diff=1532546"/>
		<updated>2021-06-18T08:05:25Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Crafting skill is a level between 1 and 70 (80 with [[Top Tier Crafts]]) determining how complex of an item of a given type you can make. There is one crafting skill per salvage type&lt;br /&gt;
&lt;br /&gt;
== Mechanical ==&lt;br /&gt;
Mechanical is your capacity to make armor and weapons of simple design. (rigid pieces of metal to put between you and your enemy, pointy item to stab them with, etc...). Examples of mechanical recipes include [[generic armor]] [[light melee]] [[physical armor]].&lt;br /&gt;
&lt;br /&gt;
== Electronic ==&lt;br /&gt;
Electronic is your capacity to make devices and doodads using computing and nanites to achieve an effect. (a remote capable of sending nanites into a frenzy, a force field protecting from elemental harm, etc...). Examples of electronic recipes include [[light energy armor]] [[nanite buffer]] [[electrified chainsword]]&lt;br /&gt;
&lt;br /&gt;
== Energy == &lt;br /&gt;
Energy is your capacity to make high-powered devices, it&#039;s often combined with another crafting skill in a lot of recipes. (a laser rifle, a battery, or a nanite-dispensing module). Examples of energy recipes include [[plasma rifle]] [[shock treatment]] [[amplifier]]]&lt;br /&gt;
&lt;br /&gt;
== Edible ==&lt;br /&gt;
Edible is your capacity to make status-enhancing foodstuffs, it intersects a lot with Chemical in terms of recipe effect, edible tends to offer more misc effects though. (a food increasing max HP, a soup increasing damage dealt, a bait for fishing, etc...). Example of Edible recipes include [[advanced ration]] [[aggressive soup]] [[jelly bean]] [[energy snack]]&lt;br /&gt;
&lt;br /&gt;
== Chemical ==&lt;br /&gt;
Chemical is you capacity to SCIENCE for status-enhancing juices. It intersects a lot with Edible in terms of recipe effect, chemical tends to offer more non-combat mutagenic effects though. (a steroid-dispensing device, a juice capable of making people cum for twice the normal amount, an hypo full of adrenaline, etc...). Example of Chemical recipes include [[Aerosol]] [[Applicator]] [[Freeze bang]] [[Medicinal]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Crafting_skill&amp;diff=1532545</id>
		<title>Crafting skill</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Crafting_skill&amp;diff=1532545"/>
		<updated>2021-06-18T08:05:05Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Crafting skill is a level between 1 and 70 (80 with [[top-tier crafts]]) determining how complex of an item of a given type you can make. There is one crafting skill per salvage type&lt;br /&gt;
&lt;br /&gt;
== Mechanical ==&lt;br /&gt;
Mechanical is your capacity to make armor and weapons of simple design. (rigid pieces of metal to put between you and your enemy, pointy item to stab them with, etc...). Examples of mechanical recipes include [[generic armor]] [[light melee]] [[physical armor]].&lt;br /&gt;
&lt;br /&gt;
== Electronic ==&lt;br /&gt;
Electronic is your capacity to make devices and doodads using computing and nanites to achieve an effect. (a remote capable of sending nanites into a frenzy, a force field protecting from elemental harm, etc...). Examples of electronic recipes include [[light energy armor]] [[nanite buffer]] [[electrified chainsword]]&lt;br /&gt;
&lt;br /&gt;
== Energy == &lt;br /&gt;
Energy is your capacity to make high-powered devices, it&#039;s often combined with another crafting skill in a lot of recipes. (a laser rifle, a battery, or a nanite-dispensing module). Examples of energy recipes include [[plasma rifle]] [[shock treatment]] [[amplifier]]]&lt;br /&gt;
&lt;br /&gt;
== Edible ==&lt;br /&gt;
Edible is your capacity to make status-enhancing foodstuffs, it intersects a lot with Chemical in terms of recipe effect, edible tends to offer more misc effects though. (a food increasing max HP, a soup increasing damage dealt, a bait for fishing, etc...). Example of Edible recipes include [[advanced ration]] [[aggressive soup]] [[jelly bean]] [[energy snack]]&lt;br /&gt;
&lt;br /&gt;
== Chemical ==&lt;br /&gt;
Chemical is you capacity to SCIENCE for status-enhancing juices. It intersects a lot with Edible in terms of recipe effect, chemical tends to offer more non-combat mutagenic effects though. (a steroid-dispensing device, a juice capable of making people cum for twice the normal amount, an hypo full of adrenaline, etc...). Example of Chemical recipes include [[Aerosol]] [[Applicator]] [[Freeze bang]] [[Medicinal]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Crafting_skill&amp;diff=1532544</id>
		<title>Crafting skill</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Crafting_skill&amp;diff=1532544"/>
		<updated>2021-06-18T08:04:13Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;== Introduction == Crafting skill is a level between 1 and 70 (80 with top-tier craft) determining how complex of an item of a given type you can make. There is one crafti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Crafting skill is a level between 1 and 70 (80 with [[top-tier craft]]) determining how complex of an item of a given type you can make. There is one crafting skill per salvage type&lt;br /&gt;
&lt;br /&gt;
== Mechanical ==&lt;br /&gt;
Mechanical is your capacity to make armor and weapons of simple design. (rigid pieces of metal to put between you and your enemy, pointy item to stab them with, etc...). Examples of mechanical recipes include [[generic armor]] [[light melee]] [[physical armor]].&lt;br /&gt;
&lt;br /&gt;
== Electronic ==&lt;br /&gt;
Electronic is your capacity to make devices and doodads using computing and nanites to achieve an effect. (a remote capable of sending nanites into a frenzy, a force field protecting from elemental harm, etc...). Examples of electronic recipes include [[light energy armor]] [[nanite buffer]] [[electrified chainsword]]&lt;br /&gt;
&lt;br /&gt;
== Energy == &lt;br /&gt;
Energy is your capacity to make high-powered devices, it&#039;s often combined with another crafting skill in a lot of recipes. (a laser rifle, a battery, or a nanite-dispensing module). Examples of energy recipes include [[plasma rifle]] [[shock treatment]] [[amplifier]]]&lt;br /&gt;
&lt;br /&gt;
== Edible ==&lt;br /&gt;
Edible is your capacity to make status-enhancing foodstuffs, it intersects a lot with Chemical in terms of recipe effect, edible tends to offer more misc effects though. (a food increasing max HP, a soup increasing damage dealt, a bait for fishing, etc...). Example of Edible recipes include [[advanced ration]] [[aggressive soup]] [[jelly bean]] [[energy snack]]&lt;br /&gt;
&lt;br /&gt;
== Chemical ==&lt;br /&gt;
Chemical is you capacity to SCIENCE for status-enhancing juices. It intersects a lot with Edible in terms of recipe effect, chemical tends to offer more non-combat mutagenic effects though. (a steroid-dispensing device, a juice capable of making people cum for twice the normal amount, an hypo full of adrenaline, etc...). Example of Chemical recipes include [[Aerosol]] [[Applicator]] [[Freeze bang]] [[Medicinal]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Talk:Crafting&amp;diff=1532543</id>
		<title>Talk:Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Talk:Crafting&amp;diff=1532543"/>
		<updated>2021-06-18T07:21:06Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[nyazuli]]: Regarding &amp;quot;[[crafting#A note on statuses]]&amp;quot; I am not convinced of this information, It seems possible to stack as long as they come from two different effective sources, as for example a generic armor and a light energy armor will see their energydamageresist stack from my personal experience, as opposed to two light energy armor. Similarly, additive modifier usually have a named effect, those do not stack even if appended to different passive items (as for example, the [[protective]] modifier). Finally, active and passive item can stack the same-named additive modifier (one each). As for example, you can have an active [[insulating]] item and a passive [[insulating]] item while still benefitting from both [[user:auros]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Talk:Crafting&amp;diff=1532542</id>
		<title>Talk:Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Talk:Crafting&amp;diff=1532542"/>
		<updated>2021-06-18T07:19:30Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[nyazuli]]: Regarding &amp;quot;[[crafting#A note on statuses]]&amp;quot; I am not convinced of this information, It seems possible to stack as long as they come from two different effective sources, as for example a generic armor and a light energy armor will see their energydamageresist stack from my personal experience, as opposed to two light energy armor. Similarly, additive modifier usually have a named effect, those do not stack even if appended to different passive items (as for example, the [[protective]] modifier. Finally, active and passive item can stack the same-named additive modifier (one each). As for example, you can have an active [[insulating]] item and a passive [[insulating]] item while still benefitting from both [[user:auros]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Talk:Crafting&amp;diff=1532541</id>
		<title>Talk:Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Talk:Crafting&amp;diff=1532541"/>
		<updated>2021-06-18T07:18:56Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[nyazuli]]: Regarding &amp;quot;A note on statuses&amp;quot; I am not convinced of this information, It seems possible to stack as long as they come from two different effective sources, as for example a generic armor and a light energy armor will see their energydamageresist stack from my personal experience, as opposed to two light energy armor. Similarly, additive modifier usually have a named effect, those do not stack even if appended to different passive items (as for example, the [[protective]] modifier. Finally, active and passive item can stack the same-named additive modifier (one each). As for example, you can have an active [[insulating]] item and a passive [[insulating]] item while still benefitting from both [[user:auros]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Talk:Crafting&amp;diff=1532540</id>
		<title>Talk:Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Talk:Crafting&amp;diff=1532540"/>
		<updated>2021-06-18T07:18:12Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[user:nyazuli]]: Regarding &amp;quot;A note on statuses&amp;quot; I am not convinced of this information, It seems possible to stack as long as they come from two different effective sources, as for example a generic armor and a light energy armor will see their energydamageresist stack from my personal experience, as opposed to two light energy armor. Similarly, additive modifier usually have a named effect, those do not stack even if appended to different passive items (as for example, the [[protective]] modifier. Finally, active and passive item can stack the same-named additive modifier (one each). As for example, you can have an active [[insulating]] item and a passive [[insulating]] item while still benefitting from both [[user:auros]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Talk:Crafting&amp;diff=1532539</id>
		<title>Talk:Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Talk:Crafting&amp;diff=1532539"/>
		<updated>2021-06-18T07:17:46Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;nyazuli: Regarding &amp;quot;A note on statuses&amp;quot; I am not convinced of this information, It seems possible to stack as long as they come from two different effective sources, as fo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[nyazuli]]: Regarding &amp;quot;A note on statuses&amp;quot; I am not convinced of this information, It seems possible to stack as long as they come from two different effective sources, as for example a generic armor and a light energy armor will see their energydamageresist stack from my personal experience, as opposed to two light energy armor. Similarly, additive modifier usually have a named effect, those do not stack even if appended to different passive items (as for example, the [[protective]] modifier. Finally, active and passive item can stack the same-named additive modifier (one each). As for example, you can have an active [[insulating]] item and a passive [[insulating]] item while still benefitting from both [[auros]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Crafting&amp;diff=1531527</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Crafting&amp;diff=1531527"/>
		<updated>2021-06-17T23:15:44Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Crafting is the main mechanism through which players acquire combat-ready equipment. It also offers a variety of roleplay item options with no effect on combat but mutagenic or cosmetic properties. This system is central to the flexible survival experience as a result&lt;br /&gt;
&lt;br /&gt;
== Crafting knowledge ==&lt;br /&gt;
Crafting knowledge is separate in 3 categories, [[crafting skill]], [[recipe|recipes]] and [[Crafting modifier|modifiers]]&lt;br /&gt;
&lt;br /&gt;
To craft an item, you need to know its [[recipe]], as well as the appropriate skill to perform this recipe. Crafting skill doesn&#039;t affect the final quality of the recipe, nor success chance. You either can craft or you can&#039;t&lt;br /&gt;
&lt;br /&gt;
Each modifier increases the crafting cost of an item, as well as its potency, in the way described by the modifier, adding an upper limit to the power of items a player can craft. &lt;br /&gt;
For example, adding [[extra lethal]] to a [[light melee]] will make a light melee, with all its usual properties, but dealing 30% more damage! however it would require 7 skill in [[crafting skill#mechanical]] instead of 1, as well as cost double the [[Freecred]] and double the [[Experience]] to make.&lt;br /&gt;
&lt;br /&gt;
A player with the maximum &amp;quot;natural&amp;quot; crafting skill of 70 can usually add 4 modifiers to an item, a [[Top Tier Crafts|top-tier crafter]] can reach 80 crafting skill and sometimes add up to 5, and there are ways to reach up to 7 modifiers of your choice on some very specific items. All items can usually support 6 modifiers of any kind using [[dropmods]]. Items with up to 8 modifiers can drop from [[Mysterious Glowing Key]], but two of them will be among a list of non-combat modifiers (like [[height gaining]] or [[nutty]] as for example)&lt;br /&gt;
&lt;br /&gt;
== Crafting process ==&lt;br /&gt;
To craft an item from the game, the following command is used:&lt;br /&gt;
  make recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]]&lt;br /&gt;
To test craft an item, outputting the cost of such a craft and whether or not you know how to, and have the skills to make it, the following command is used:&lt;br /&gt;
  test recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]]&lt;br /&gt;
To check which [[public crafter]] can make a given item, the following command is used:&lt;br /&gt;
  test recipe[=craftmod1[,craftmod2[,craftmod3[,craftmod4[,craftmod5[,craftmod6[,craftmod7[,craftmod8]]]]]]]] #maker&lt;br /&gt;
&lt;br /&gt;
Exemples of valid commands:&lt;br /&gt;
  make [[light melee]]&lt;br /&gt;
  make [[grenade]]=[[extra lethal]],[[basic spread]]&lt;br /&gt;
  test [[jelly bean]]=[[bimbolicious]]&lt;br /&gt;
  test [[coffee hypo]]=[[heavy]],[[unpredictable]],[[overwhelming]] #maker&lt;br /&gt;
&lt;br /&gt;
Crafting an item is done by inputting the previous &#039;make&#039; command, in which the user describes the [[recipe|base recipe]] to craft, as well as some starting [[modifiers]] or &amp;quot;mods&amp;quot; with which the item should start. The system then calculates the resources needed to craft such an item. Those resources include:&lt;br /&gt;
* [[Salvage]]: The main crafting resource, ALL items need some form of salvage to craft&lt;br /&gt;
* [[Nanites]]: The secondary crafting resource, all recipes require some, but very often in small quantities&lt;br /&gt;
* [[Freecred]]: The tertiary crafting resource, it&#039;s easy to come by, but very often required, in sometimes very high quantities&lt;br /&gt;
* [[Experience]]: Some items will require you to spend experience to craft, although this is a rare occurrence&lt;br /&gt;
* Rare items: Some premium recipes require special items acquired in an exotic shop or through minigames ([[mako|elite shop]], [[Reward_token|token shop]], or [[Fishing]] as for example)&lt;br /&gt;
&lt;br /&gt;
After confirmation, you will be prompted to rename and reskin the item to fit your own character fantasy. sending &amp;quot; &amp;quot; will leave the default one for the base recipe&lt;br /&gt;
&lt;br /&gt;
== aftermarket modifications (craftmods and nanite workbench) ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, one isn&#039;t capable of crafting a full 4 or 5-slotted item in one go, either because they lack the resources or skills to do so, or because they changed their mind after crafting their base. It is possible to remove or add modifiers to an already existing item&lt;br /&gt;
&lt;br /&gt;
=== Craftmods ===&lt;br /&gt;
&lt;br /&gt;
It is possible for a player to directly craft a modifier, without adding it to any item, the resulting product is called a &amp;quot;craftmod&amp;quot;. When used from the inventory, a craftmod while ask on which item you want to append it, making you pay the difference in cost between the item you currently have and the item resulting from adding the current modifier. Adding a craftmod requires that the person making the craftmod or the user of the craftmod (whichever has the highest skill) is otherwise capable of making the item from scratch.&lt;br /&gt;
&lt;br /&gt;
A craftmod has a tier. You can make a craftmod of any tier, regardless of your crafting level. You may only append a craftmod on an item having strictly less modifiers already present than the tier. As for example, you can append a tier 3 craftmod to an item with 1 or 2 modifiers already present, but you cannot add this same craftmod to an item already having 3 modifiers on it, you would need a tier 4 craftmod for that.&lt;br /&gt;
&lt;br /&gt;
Crafting a craftmod costs 10^tier freecred. Those freecred are effectively lost as a price to pay for the convenience of finishing an item later. (example: a tier 3 craftmod costs 10^3=1000 freecred to make)&lt;br /&gt;
&lt;br /&gt;
The following command is used to make a craftmod:&lt;br /&gt;
  craftmod modifier=tier&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  make light melee=extra lethal&lt;br /&gt;
  (I pay 10 common mechanical, 5 common energy, 200 freecreds and 220ng of nanites to make the full item)&lt;br /&gt;
  make light melee&lt;br /&gt;
  (I pay 10 common mechanical, 100 creds and 10ng of nanites to make the base item without modifier)&lt;br /&gt;
  craftmod extra lethal=1&lt;br /&gt;
  (I pay 10^1 = 10 freecred to make the craftmod)&lt;br /&gt;
  use #&lt;br /&gt;
  (I pay 5 common energy, 100 freecred, and 210ng of nanites to pay the difference. I am not refunded for the 10 freecred &amp;quot;crafting cost&amp;quot; of the craftmod itself)&lt;br /&gt;
&lt;br /&gt;
=== Nanite workshop ===&lt;br /&gt;
&lt;br /&gt;
In addition to offering a 5% discount for crafting in a room containing a nanite workshop, you also gain access to the following command:&lt;br /&gt;
  craft modifier strip&lt;br /&gt;
Typing &amp;quot;craft modifier strip&amp;quot; in a room with a nanite workshop (like &amp;quot;[Zephyr Inc]: Nanite Workshop&amp;quot; as for example, which can be found by typing the command &amp;quot;rtrace [Zephyr Inc]: Nanite Workshop&amp;quot;) will open a program guiding you through the process of removing a modifier from an existing item. &#039;&#039;&#039;Doing so does not offer any refund&#039;&#039;&#039;, be careful&lt;br /&gt;
&lt;br /&gt;
== (advanced) 5-slotting, 6-slotting, 7-slotting ==&lt;br /&gt;
=== dromods ===&lt;br /&gt;
Using the knowledge above, you should be capable to 4-slot any item in the game, you might even be able to 5-slot some other item. But to reach up to 7 slots, you will need to use [[dropmod]]. Dropmod are very similar to craftmod, except they aren&#039;t crafted but dropped from various systems in the games and have &amp;quot;crafting skills&amp;quot; above what players can reach, up to twice the maximum value. Those systems include: the +reward command, [[Mysterious Glowing Key]], or [[Small Craftmod Key]] and [[Craftmod Key]] from the [[Reward_token|token shop]]&lt;br /&gt;
&lt;br /&gt;
Dropmods can be appended to any item, as long as their intrinsic skill is high enough for the resulting item, instead of the 8 tiers from normal craftmod, their tier can be 1, 2 or 3. Each tier with a higher crafting skill ceiling than the previous, making T1 dropmod ideal for 5-slotting, T2 dropmod ideal for 6-slotting and finally the exceptionally rare and elusive T3 dropmod for 7-slotting. Since only T1, and T2 can be farmed efficiently and reliably, 7-slotting is usually not discussed by minmaxers in-game, unless the purpose is to 7-slot something using up to T2 dropmods only (which is possible if one chooses specifically &amp;quot;simple&amp;quot; modifiers, like [[jumbo pack]] as for example, but rarely more beneficial than using the best 6 modifiers on an item the game can offer)&lt;br /&gt;
&lt;br /&gt;
Additionally, an item having a T2 dropmod will have all their stats increased by 5%, an item with a T3 dropmod will have all their stats increased by an additional 10%&lt;br /&gt;
&lt;br /&gt;
=== dropmod trade ===&lt;br /&gt;
Since most sources of dromod are randomized, it&#039;s possible to trade a dropmod for another one of the same tier. This requires buying and using a [[Craftmod trade]] or [[Craftmod selective trade]] from the [[Reward_token|token shop]]. Alternatively, they can be traded with other players directly, using the &amp;quot;auction&amp;quot; channel&lt;br /&gt;
&lt;br /&gt;
=== dropmod upgrade ===&lt;br /&gt;
The effective crafting skill of a dropmod being randomized, it&#039;s possible to have a T2 dropmod incapable of 6-slotting an item, in this case, it&#039;s possible to upgrade them using [[Craftmod Upgrade]] from the [[Reward_token|token shop]], when that happens, I usually recommend to try adding the dropmod, and if it fails, apply one craftmod upgrade to it and try again, until the game lets you do so&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Mining&amp;diff=1531517</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Mining&amp;diff=1531517"/>
		<updated>2021-06-15T20:56:03Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain rooms have the ability to be mined, using the &amp;lt;code&amp;gt;mine&amp;lt;/code&amp;gt; command and spending builder nanites or a patrol point in exchange for an attempt at retrieving common salvage.  &lt;br /&gt;
&lt;br /&gt;
Builder nanite cost of each use of the mine command depends on the density of the deposit, and each use will deplete the density.  &lt;br /&gt;
&lt;br /&gt;
Defeating enemies in an area increases the salvage density in the area, and lowers the associated builder nanite cost of mining. The difficulty of such fights is not relevant.&lt;br /&gt;
&lt;br /&gt;
Mining attempts made with patrol points scale with builder costs, from 2 points to well over 10 per attempt.&lt;br /&gt;
&lt;br /&gt;
There are several perks related to mining, and some relating specifically to salvage;&lt;br /&gt;
 Prospector increases chances for higher rarity salvage while role playing and from combat results&lt;br /&gt;
 Conservative miner reduces the amount your mining attempts reduce the density in an area by 33% of normal&lt;br /&gt;
        This essentially translates as a 33% increase in the number of mining attempts you can make relative to density.&lt;br /&gt;
        This also works for RP Sources. Draining them by only 2/3rds of the resources gained from the source&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
The exact formula directing what you get from mining is the following (from my limited understanding of MUF):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A/ Density &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;amount&amp;quot; is a value that seems to always be 1, but it&#039;s an awful lot of spaghetti to set it to 1, so maybe not&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B/ Randomness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* a random number between 1 and 100 is taken and compared with another number between 1 and 100&lt;br /&gt;
  * if they are equal -&amp;gt; you hit the motherload (*50 multiplier)&lt;br /&gt;
  * within 10 of each other -&amp;gt; You direct your efforts efficiently (*20 multiplier)&lt;br /&gt;
  * within 20 of each other -&amp;gt; An acceptable attempt (*3 multiplier)&lt;br /&gt;
  * within 30 of each other -&amp;gt; Are you sure there&#039;s salvage here? (*2 multiplier)&lt;br /&gt;
  * anything else -&amp;gt; You&#039;re disastrously off track. (*1 multiplier)&lt;br /&gt;
* there is unused code to do &amp;quot;mega&amp;quot; mining (probably from rusted promise) that would add another *10 multiplier to the result if it could be called with the mining command in FS&lt;br /&gt;
* mining with patrol adds a *5 multiplier&lt;br /&gt;
* finally, a &amp;quot;tunning&amp;quot; *7 multiplier is added no matter what&lt;br /&gt;
* the resulting number is your &amp;quot;quantity&amp;quot; value, which should be between 7 and 350 during normal mining (or 35 and 1750 during patrol mining)&lt;br /&gt;
* the average result of this &amp;quot;quantity&amp;quot; value is &#039;&#039;&#039;42.7&#039;&#039;&#039; (213.5 with patrol)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C/ Processing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- a random number is taken between 1 and &amp;quot;quantity&amp;quot; / 2 and the program &amp;quot;greater&amp;quot; is called on this and &amp;quot;quantity&amp;quot; (I&#039;m unsure of what &amp;quot;greater&amp;quot; does, but actual result seems to indicate that the final value is anywhere between &amp;quot;quantity&amp;quot;/2 and &amp;quot;quantity&amp;quot;)&lt;br /&gt;
- you get &amp;quot;quantity&amp;quot; * &amp;quot;amount&amp;quot; common salvage in the end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D/ Perks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- If you have the &amp;quot;Prospector&amp;quot; perk, you have 10% chance to get an extra &amp;quot;quantity&amp;quot; salvage. As a result, Prospector increases the amount of salvage you get on average per mine by 3.2 salvage, which can add up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;E/ Notable absent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a large number of notably absent variables in mining output namely:&lt;br /&gt;
* all forms of salvage status have no effect on what you get per mine&lt;br /&gt;
* all forms of crafting skill have no effect on what you get per mine&lt;br /&gt;
* group perks have no effect on what you get per mine&lt;br /&gt;
* area maximum or current density have no effect on what you get per mine&lt;br /&gt;
&lt;br /&gt;
Do note however that those value &#039;&#039;may&#039;&#039; have an effect on the cost of mining, effectively reducing the value per nanite of mining (density notably)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!+ Salvage table list&lt;br /&gt;
|-&lt;br /&gt;
! Area !! Chemical density !! Edible density !! Electronic density !! Energy density !! Mechanical density&lt;br /&gt;
|-&lt;br /&gt;
|barn || 0 || 10 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Black Butte Mine || 0 || 10 || 0 || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Corn Maze || 0 || 10 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Deeper in the East Forest || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|East Forest || 0 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fairhaven Chemical || 30 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy Happy Meadow || 0 || 10 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Heavenly Planes || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Latex Factory 1 || 30 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Latex Factory 2 || 35 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Military Base || 10 || 0 || 20 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Mountain Trail || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|NeoGAMES Lab || 15 || 0 || 20 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 1 || 10 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 2 || 15 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 3 || 20 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 4 || 25 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Floor || 30 || 0 || 0 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Harem || 20 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Private Garden || 0 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Promethean Farms || 0 || 100 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory 1st Floor || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory 3rd Floor || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Termite Hive - Ground || 0 || 0 || 0 || 0 || 300&lt;br /&gt;
|-&lt;br /&gt;
|The City || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory || 0 || 0 || 10 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Tropical Jungle || 10 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Wastelands - Fairhaven || 0 || 0 || 0 || 10 || 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Mining&amp;diff=1531516</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Mining&amp;diff=1531516"/>
		<updated>2021-06-15T20:55:35Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain rooms have the ability to be mined, using the &amp;lt;code&amp;gt;mine&amp;lt;/code&amp;gt; command and spending builder nanites or a patrol point in exchange for an attempt at retrieving common salvage.  &lt;br /&gt;
&lt;br /&gt;
Builder nanite cost of each use of the mine command depends on the density of the deposit, and each use will deplete the density.  &lt;br /&gt;
&lt;br /&gt;
Defeating enemies in an area increases the salvage density in the area, and lowers the associated builder nanite cost of mining. The difficulty of such fights is not relevant.&lt;br /&gt;
&lt;br /&gt;
Mining attempts made with patrol points scale with builder costs, from 2 points to well over 10 per attempt.&lt;br /&gt;
&lt;br /&gt;
There are several perks related to mining, and some relating specifically to salvage;&lt;br /&gt;
 Prospector increases chances for higher rarity salvage while role playing and from combat results&lt;br /&gt;
 Conservative miner reduces the amount your mining attempts reduce the density in an area by 33% of normal&lt;br /&gt;
        This essentially translates as a 33% increase in the number of mining attempts you can make relative to density.&lt;br /&gt;
        This also works for RP Sources. Draining them by only 2/3rds of the resources gained from the source&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
The exact formula directing what you get from mining is the following (from my limited understanding of MUF):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A/ Density &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;amount&amp;quot; is a value that seems to always be 1, but it&#039;s an awful lot of spaghetti to set it to 1, so maybe not&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B/ Randomness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* a random number between 1 and 100 is taken and compared with another number between 1 and 100&lt;br /&gt;
  * if they are equal -&amp;gt; you hit the motherload (*50 multiplier)&lt;br /&gt;
  * within 10 of each other -&amp;gt; You direct your efforts efficiently (*20 multiplier)&lt;br /&gt;
  * within 20 of each other -&amp;gt; An acceptable attempt (*3 multiplier)&lt;br /&gt;
  * within 30 of each other -&amp;gt; Are you sure there&#039;s salvage here? (*2 multiplier)&lt;br /&gt;
  * anything else -&amp;gt; You&#039;re disastrously off track. (*1 multiplier)&lt;br /&gt;
* there is unused code to do &amp;quot;mega&amp;quot; mining (probably from rusted promise) that would add another *10 multiplier to the result if it could be called with the mining command in FS&lt;br /&gt;
* mining with patrol adds a *5 multiplier&lt;br /&gt;
* finally, a &amp;quot;tunning&amp;quot; *7 multiplier is added no matter what&lt;br /&gt;
* the resulting number is your &amp;quot;quantity&amp;quot; value, which should be between 7 and 350 during normal mining (or 35 and 1750 during patrol mining)&lt;br /&gt;
* the average result of this &amp;quot;quantity&amp;quot; value is &#039;&#039;&#039;42.7&#039;&#039;&#039; (213.5 with patrol)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C/ Processing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- a random number is taken between 1 and &amp;quot;quantity&amp;quot; / 2 and the program &amp;quot;greater&amp;quot; is called on this and &amp;quot;quantity&amp;quot; (I&#039;m unsure of what &amp;quot;greater&amp;quot; does, but actual result seems to indicate that the final value is anywhere between &amp;quot;quantity&amp;quot;/2 and &amp;quot;quantity&amp;quot;)&lt;br /&gt;
- you get &amp;quot;quantity&amp;quot; * &amp;quot;amount&amp;quot; common salvage in the end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D/ Perks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- If you have the &amp;quot;Prospector&amp;quot; perk, you have 10% chance to get an extra &amp;quot;quantity&amp;quot; salvage. As a result, Prospector increases the amount of salvage you get on average per mine by 3.2 salvage, which can add up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;E/ Perks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a large number of notably absent variables in mining output namely:&lt;br /&gt;
* all forms of salvage status have no effect on what you get per mine&lt;br /&gt;
* all forms of crafting skill have no effect on what you get per mine&lt;br /&gt;
* group perks have no effect on what you get per mine&lt;br /&gt;
* area maximum or current density have no effect on what you get per mine&lt;br /&gt;
&lt;br /&gt;
Do note however that those value &#039;&#039;may&#039;&#039; have an effect on the cost of mining, effectively reducing the value per nanite of mining (density notably)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!+ Salvage table list&lt;br /&gt;
|-&lt;br /&gt;
! Area !! Chemical density !! Edible density !! Electronic density !! Energy density !! Mechanical density&lt;br /&gt;
|-&lt;br /&gt;
|barn || 0 || 10 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Black Butte Mine || 0 || 10 || 0 || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Corn Maze || 0 || 10 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Deeper in the East Forest || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|East Forest || 0 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fairhaven Chemical || 30 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy Happy Meadow || 0 || 10 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Heavenly Planes || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Latex Factory 1 || 30 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Latex Factory 2 || 35 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Military Base || 10 || 0 || 20 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Mountain Trail || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|NeoGAMES Lab || 15 || 0 || 20 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 1 || 10 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 2 || 15 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 3 || 20 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 4 || 25 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Floor || 30 || 0 || 0 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Harem || 20 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Private Garden || 0 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Promethean Farms || 0 || 100 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory 1st Floor || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory 3rd Floor || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Termite Hive - Ground || 0 || 0 || 0 || 0 || 300&lt;br /&gt;
|-&lt;br /&gt;
|The City || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory || 0 || 0 || 10 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Tropical Jungle || 10 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Wastelands - Fairhaven || 0 || 0 || 0 || 10 || 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Mining&amp;diff=1531515</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Mining&amp;diff=1531515"/>
		<updated>2021-06-15T20:43:58Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain rooms have the ability to be mined, using the &amp;lt;code&amp;gt;mine&amp;lt;/code&amp;gt; command and spending builder nanites or a patrol point in exchange for an attempt at retrieving common salvage.  &lt;br /&gt;
&lt;br /&gt;
Builder nanite cost of each use of the mine command depends on the density of the deposit, and each use will deplete the density.  &lt;br /&gt;
&lt;br /&gt;
Defeating enemies in an area increases the salvage density in the area, and lowers the associated builder nanite cost of mining. The difficulty of such fights is not relevant.&lt;br /&gt;
&lt;br /&gt;
Mining attempts made with patrol points scale with builder costs, from 2 points to well over 10 per attempt.&lt;br /&gt;
&lt;br /&gt;
There are several perks related to mining, and some relating specifically to salvage;&lt;br /&gt;
 Prospector increases chances for higher rarity salvage while role playing and from combat results&lt;br /&gt;
 Conservative miner reduces the amount your mining attempts reduce the density in an area by 33% of normal&lt;br /&gt;
        This essentially translates as a 33% increase in the number of mining attempts you can make relative to density.&lt;br /&gt;
        This also works for RP Sources. Draining them by only 2/3rds of the resources gained from the source&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
The exact formula directing what you get from mining is the following (from my limited understanding of MUF):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A/ Density &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;amount&amp;quot; is a value that seems to always be 1, but it&#039;s an awful lot of spaghetti to set it to 1, so maybe not&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B/ Randomness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* a random number between 1 and 100 is taken and compared with another number between 1 and 100&lt;br /&gt;
  * if they are equal -&amp;gt; you hit the motherload (*50 multiplier)&lt;br /&gt;
  * within 10 of each other -&amp;gt; You direct your efforts efficiently (*20 multiplier)&lt;br /&gt;
  * within 20 of each other -&amp;gt; An acceptable attempt (*3 multiplier)&lt;br /&gt;
  * within 30 of each other -&amp;gt; Are you sure there&#039;s salvage here? (*2 multiplier)&lt;br /&gt;
  * anything else -&amp;gt; You&#039;re disastrously off track. (*1 multiplier)&lt;br /&gt;
* there is unused code to do &amp;quot;mega&amp;quot; mining (probably from rusted promise) that would add another *10 multiplier to the result if it could be called with the mining command in FS&lt;br /&gt;
* mining with patrol adds a *5 multiplier&lt;br /&gt;
* finally, a &amp;quot;tunning&amp;quot; *7 multiplier is added no matter what&lt;br /&gt;
* the resulting number is your &amp;quot;quantity&amp;quot; value, which should be between 7 and 350 during normal mining (or 35 and 1750 during patrol mining)&lt;br /&gt;
* the average result of this &amp;quot;quantity&amp;quot; value is &#039;&#039;&#039;42.7&#039;&#039;&#039; (213.5 with patrol)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C/ Processing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- a random number is taken between 1 and &amp;quot;quantity&amp;quot; / 2 and the program &amp;quot;greater&amp;quot; is called on this and &amp;quot;quantity&amp;quot; (I&#039;m unsure of what &amp;quot;greater&amp;quot; does, but actual result seems to indicate that the final value is anywhere between &amp;quot;quantity&amp;quot;/2 and &amp;quot;quantity&amp;quot;)&lt;br /&gt;
- you get &amp;quot;quantity&amp;quot; * &amp;quot;amount&amp;quot; common salvage in the end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D/ Perks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- If you have the &amp;quot;Prospector&amp;quot; perk, you have 10% chance to get an extra &amp;quot;quantity&amp;quot; salvage. As a result, Prospector increases the amount of salvage you get on average per mine by 3.2 salvage, which can add up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!+ Salvage table list&lt;br /&gt;
|-&lt;br /&gt;
! Area !! Chemical density !! Edible density !! Electronic density !! Energy density !! Mechanical density&lt;br /&gt;
|-&lt;br /&gt;
|barn || 0 || 10 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Black Butte Mine || 0 || 10 || 0 || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Corn Maze || 0 || 10 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Deeper in the East Forest || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|East Forest || 0 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fairhaven Chemical || 30 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy Happy Meadow || 0 || 10 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Heavenly Planes || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Latex Factory 1 || 30 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Latex Factory 2 || 35 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Military Base || 10 || 0 || 20 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Mountain Trail || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|NeoGAMES Lab || 15 || 0 || 20 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 1 || 10 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 2 || 15 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 3 || 20 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 4 || 25 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Floor || 30 || 0 || 0 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Harem || 20 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Private Garden || 0 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Promethean Farms || 0 || 100 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory 1st Floor || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory 3rd Floor || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Termite Hive - Ground || 0 || 0 || 0 || 0 || 300&lt;br /&gt;
|-&lt;br /&gt;
|The City || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory || 0 || 0 || 10 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Tropical Jungle || 10 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Wastelands - Fairhaven || 0 || 0 || 0 || 10 || 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Mining&amp;diff=1531514</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Mining&amp;diff=1531514"/>
		<updated>2021-06-15T20:42:35Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain rooms have the ability to be mined, using the &amp;lt;code&amp;gt;mine&amp;lt;/code&amp;gt; command and spending builder nanites or a patrol point in exchange for an attempt at retrieving common salvage.  &lt;br /&gt;
&lt;br /&gt;
Builder nanite cost of each use of the mine command depends on the density of the deposit, and each use will deplete the density.  &lt;br /&gt;
&lt;br /&gt;
Defeating enemies in an area increases the salvage density in the area, and lowers the associated builder nanite cost of mining. The difficulty of such fights is not relevant.&lt;br /&gt;
&lt;br /&gt;
Mining attempts made with patrol points scale with builder costs, from 2 points to well over 10 per attempt.&lt;br /&gt;
&lt;br /&gt;
There are several perks related to mining, and some relating specifically to salvage;&lt;br /&gt;
 Prospector increases chances for higher rarity salvage while role playing and from combat results&lt;br /&gt;
 Conservative miner reduces the amount your mining attempts reduce the density in an area by 33% of normal&lt;br /&gt;
        This essentially translates as a 33% increase in the number of mining attempts you can make relative to density.&lt;br /&gt;
        This also works for RP Sources. Draining them by only 2/3rds of the resources gained from the source&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
The exact formula directing what you get from mining is the following (from my limited understanding of MUF):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A/ Density &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;amount&amp;quot; is a value that seems to always be 1, but it&#039;s an awful lot of spaghetti to set it to 1, so maybe not&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B/ Randomness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* a random number between 1 and 100 is taken and compared with another number between 1 and 100&lt;br /&gt;
  * if they are equal -&amp;gt; you hit the motherload (*50 multiplier)&lt;br /&gt;
  * within 10 of each other -&amp;gt; You direct your efforts efficiently (*20 multiplier)&lt;br /&gt;
  * within 20 of each other -&amp;gt; An acceptable attempt (*3 multiplier)&lt;br /&gt;
  * within 30 of each other -&amp;gt; Are you sure there&#039;s salvage here? (*2 multiplier)&lt;br /&gt;
  * anything else -&amp;gt; You&#039;re disastrously off track. (*1 multiplier)&lt;br /&gt;
* there is unused code to do &amp;quot;mega&amp;quot; mining (probably from rusted promise) that would add another *10 multiplier to the result if it could be called with the mining command in FS&lt;br /&gt;
* mining with patrol adds a *5 multiplier&lt;br /&gt;
* finally, a &amp;quot;tunning&amp;quot; *7 multiplier is added no matter what&lt;br /&gt;
* the resulting number is your &amp;quot;quantity&amp;quot; value, which should be between 7 and 350 during normal mining (or 35 and 1750 during patrol mining)&lt;br /&gt;
* the average result of this &amp;quot;quantity&amp;quot; value is &#039;&#039;&#039;42.7&#039;&#039;&#039; (213.5 with patrol)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C/ Processing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- a random number is taken between 1 and &amp;quot;quantity&amp;quot; / 2 and the program &amp;quot;greater&amp;quot; is called on this and &amp;quot;quantity&amp;quot; (I&#039;m unsure of what &amp;quot;greater&amp;quot; does, but actual result seems to indicate that the final value is anywhere between &amp;quot;quantity&amp;quot;/2 and &amp;quot;quantity&amp;quot;)&lt;br /&gt;
- you get &amp;quot;quantity&amp;quot; * &amp;quot;amount&amp;quot; common salvage in the end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D/ Perks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- If you have the &amp;quot;Prospector&amp;quot; perk, you have 10% chance to get an extra &amp;quot;quantity&amp;quot; salvage. As a result, Prospector increases the amount of salvage you get on average per mine by 4.27 salvage, which can add up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!+ Salvage table list&lt;br /&gt;
|-&lt;br /&gt;
! Area !! Chemical density !! Edible density !! Electronic density !! Energy density !! Mechanical density&lt;br /&gt;
|-&lt;br /&gt;
|barn || 0 || 10 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Black Butte Mine || 0 || 10 || 0 || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Corn Maze || 0 || 10 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Deeper in the East Forest || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|East Forest || 0 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fairhaven Chemical || 30 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy Happy Meadow || 0 || 10 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Heavenly Planes || 0 || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Latex Factory 1 || 30 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Latex Factory 2 || 35 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Military Base || 10 || 0 || 20 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Mountain Trail || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|NeoGAMES Lab || 15 || 0 || 20 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 1 || 10 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 2 || 15 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 3 || 20 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Depth 4 || 25 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Floor || 30 || 0 || 0 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Ocean Harem || 20 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Private Garden || 0 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Promethean Farms || 0 || 100 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory 1st Floor || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Seelie Sweets Factory 3rd Floor || 0 || 20 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Termite Hive - Ground || 0 || 0 || 0 || 0 || 300&lt;br /&gt;
|-&lt;br /&gt;
|The City || 0 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory || 0 || 0 || 10 || 0 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Tropical Jungle || 10 || 15 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Wastelands - Fairhaven || 0 || 0 || 0 || 10 || 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Piercing_Design/Extra_Notes&amp;diff=1524247</id>
		<title>Piercing Design/Extra Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Piercing_Design/Extra_Notes&amp;diff=1524247"/>
		<updated>2021-05-18T19:22:13Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;Has been witnessed to drop from devilish fiends in the wax museum&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has been witnessed to drop from devilish fiends in the wax museum&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Kyuketsuki&amp;diff=1520087</id>
		<title>Kyuketsuki</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Kyuketsuki&amp;diff=1520087"/>
		<updated>2021-05-01T10:22:23Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;Page under construction  Category:PCsCategory:Active PCs {{ :Template:Charpage  | played by = User:Kyuketsuki | page color = Cream | header color = Cream | header...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Page under construction&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs]][[Category:Active PCs]]&lt;br /&gt;
{{ :Template:Charpage &lt;br /&gt;
| played by = [[User:Kyuketsuki]]&lt;br /&gt;
| page color = Cream&lt;br /&gt;
| header color = Cream&lt;br /&gt;
| header text  = Black&lt;br /&gt;
| cell color = Cream&lt;br /&gt;
| custom title 1 = Background&lt;br /&gt;
| custom position 1 = left&lt;br /&gt;
| custom title 2 = Personality&lt;br /&gt;
| custom position 2 = left&lt;br /&gt;
| disclaimer position = off&lt;br /&gt;
| gallery position = off&lt;br /&gt;
| logs position = right&lt;br /&gt;
| hooks position = off&lt;br /&gt;
| stereotypes position = off&lt;br /&gt;
| contacts position = off&lt;br /&gt;
| custom title 3 = Relationships&lt;br /&gt;
| custom position 3 = left&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Relationships&amp;diff=1520086</id>
		<title>Nyazuli/Relationships</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Relationships&amp;diff=1520086"/>
		<updated>2021-05-01T10:17:09Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |- !colspan=&amp;quot;3&amp;quot;|Relationships |- !Name !Type !Note |- |Ascii |? |How the heck did we meet? why can&amp;#039;t I pull my eyes awa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Relationships&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|[[Ascii]]&lt;br /&gt;
|?&lt;br /&gt;
|How the heck did we meet? why can&#039;t I pull my eyes away when she&#039;s here? AAAAAAA&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Infobox&amp;diff=1520085</id>
		<title>Nyazuli/Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Infobox&amp;diff=1520085"/>
		<updated>2021-05-01T10:06:38Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin:auto;border-collapse:collapse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;border-right:1px solid #a2a9b1;padding:0 0.3em 0.5em 0.3em&amp;quot; | &#039;&#039;&#039;Height&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0 0.3em 0.5em 1em;vertical-align:top&amp;quot; | 325cm (most of the time)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;border-right:1px solid #a2a9b1;padding:0 0.3em 0.5em 0.3em&amp;quot; | &#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0 0.3em 0.5em 1em;vertical-align:top&amp;quot; | 1.1t&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;border-right:1px solid #a2a9b1;padding:0 0.3em 0.5em 0.3em&amp;quot; | &#039;&#039;&#039;Birthday&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0 0.3em 0.5em 1em;vertical-align:top&amp;quot; | 31 December 1969&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;border-right:1px solid #a2a9b1;padding:0 0.3em 0.5em 0.3em&amp;quot; | &#039;&#039;&#039;Birthplace&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0 0.3em 0.5em 1em;vertical-align:top&amp;quot; | France&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;border-right:1px solid #a2a9b1;padding:0 0.3em 0.5em 0.3em&amp;quot; | &#039;&#039;&#039;Sex&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0 0.3em 0.5em 1em;vertical-align:top&amp;quot; | Female Herm&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;border-right:1px solid #a2a9b1;padding:0 0.3em 0.5em 0.3em&amp;quot; | &#039;&#039;&#039;Species&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0 0.3em 0.5em 1em;vertical-align:top&amp;quot; | [[Sexy Dragoness]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;border-right:1px solid #a2a9b1;padding:0 0.3em 0.5em 0.3em&amp;quot; | &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0 0.3em 0.5em 1em;vertical-align:top&amp;quot; | [[Prometheans]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;border-right:1px solid #a2a9b1;padding:0 0.3em 0.5em 0.3em&amp;quot; | &#039;&#039;&#039;Group&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding:0 0.3em 0.5em 1em;vertical-align:top&amp;quot; | [[Morning after]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Background&amp;diff=1520084</id>
		<title>Nyazuli/Background</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Background&amp;diff=1520084"/>
		<updated>2021-05-01T10:02:15Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;Nyazuli has very few memories from before P-day and wishes she had none of right after. She was infected very fast and lost herself to the lust-fueled craze like most ferals a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nyazuli has very few memories from before P-day and wishes she had none of right after. She was infected very fast and lost herself to the lust-fueled craze like most ferals at the time. She got used to the rules of the wasteland fairly quickly, win, eat for the day, lose get transformed and become stronger. Her form shifted a lot until she got infected with a dragon strain, bestowing her with great strength. She didn&#039;t go hungry, nor mutated after that day, she even had the luxury to indulge in the lust of her form, which she did quite eagerly.&lt;br /&gt;
&lt;br /&gt;
Eventually, though she met defeat once again, subdued by powerful nanite-fueled technology that would later become the standard in the bubble. This time, however, she didn&#039;t get transformed, she got captured and caged, transported across half Fairhaven to an underground facility in which she endured unspeakable experiments, rending her flesh and what was left of her mind. To this days she still shivers at the sight of the logo of this place, a large &amp;quot;Z&amp;quot; in a circle with two parallel bars across the middle, repressing nightmares that her mind found best to forget but still forever haunt her subconscious.&lt;br /&gt;
&lt;br /&gt;
After a month of being trapped, she finally got an opportunity to escape which she took, wilder and meaner, she rampaged for a while like a startled beast, injuring feral and sapients alike. Truth is that her mind was still quite cunning despite her feral manners. Nowhere near close to what it used to be before the infection, but also far from the wildest creatures of Fairhaven. Truth is, that more than nanite, trauma is what made her sanity dwindle, and contrary to nanite-induced brain rewiring, it was easier to mend.&lt;br /&gt;
&lt;br /&gt;
One day she was met by sapients not trying to drive her away from the salvage she had laid claim upon but actively giving her more, trying to get her attention with a language she hadn&#039;t use in ages. Slowly but surely, those puny but well-meaning mutants, all wearing a weird hat, managed to arouse her curiosity and slowly lured her to their village. This is where Nyazuli&#039;s story begins&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nyazuli&amp;diff=1520083</id>
		<title>Nyazuli</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nyazuli&amp;diff=1520083"/>
		<updated>2021-05-01T09:33:49Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Page under construction&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs]][[Category:Active PCs]]&lt;br /&gt;
{{ :Template:Charpage &lt;br /&gt;
| played by = [[User:Nyazuli]]&lt;br /&gt;
| page color = Yellow&lt;br /&gt;
| header color = Gold&lt;br /&gt;
| header text  = Black&lt;br /&gt;
| cell color = Gold&lt;br /&gt;
| custom title 1 = Background&lt;br /&gt;
| custom position 1 = left&lt;br /&gt;
| custom title 3 = Personality&lt;br /&gt;
| custom position 3 = left&lt;br /&gt;
| disclaimer position = off&lt;br /&gt;
| gallery position = off&lt;br /&gt;
| logs position = right&lt;br /&gt;
| hooks position = off&lt;br /&gt;
| stereotypes position = off&lt;br /&gt;
| contacts position = off&lt;br /&gt;
| custom title 4 = Relationships&lt;br /&gt;
| custom position 4 = left&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Personality&amp;diff=1520082</id>
		<title>Nyazuli/Personality</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Personality&amp;diff=1520082"/>
		<updated>2021-05-01T09:30:46Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;Nyazuli is happy-go-lucky relying on her skills and overwhelming confidence to get through most of the challenges this gets her into. She protects her friends with stalwart re...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nyazuli is happy-go-lucky relying on her skills and overwhelming confidence to get through most of the challenges this gets her into. She protects her friends with stalwart resolve and obliterates her foes with the fury of a star. She also has trouble understanding the concept of &amp;quot;de-escalation&amp;quot;, making getting on her wrong side a very dangerous endeavor&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Introduction&amp;diff=1520081</id>
		<title>Nyazuli/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Introduction&amp;diff=1520081"/>
		<updated>2021-05-01T09:15:41Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nyazuli is a heroic fantasy fan and the proud owner of the [[Morning After]] tavern. With most of her world being destroyed and her memories of before gone. She took it upon herself to contribute to the rebuilding efforts, &#039;&#039;her way&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Going to the [[Morning After]] or crossing the path of the cheerful dragoness is like being whisked away to a world of knights, magic, and dragons, with your very own magical dragon knight to boot. She also has a knack for entraining others into her fantasy, leading them to thrilling adventures, magical places, and thrilling &amp;quot;adventures&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
However, like in all good fantasies, under this wholesome surface lies a dark secret...&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Introduction&amp;diff=1520080</id>
		<title>Nyazuli/Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Introduction&amp;diff=1520080"/>
		<updated>2021-05-01T09:15:04Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: ,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nyazuli is a heroic fantasy fan and the proud owner of the [[Morning After]] tavern. With most of her world being destroyed and her memories of before gone. She took it upon herself to contribute to the rebuilding efforts, &#039;&#039;her way&#039;&#039;.&lt;br /&gt;
Going to the [[Morning After]] or crossing the path of the cheerful dragoness is like being whisked away to a world of knights, magic, and dragons, with your very own magical dragon knight to boot. She also has a knack for entraining others into her fantasy, leading them to thrilling adventures, magical places, and thrilling &amp;quot;adventures&amp;quot;.&lt;br /&gt;
However, like in all good fantasies, under this wholesome surface lies a dark secret...&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Portrait&amp;diff=1520079</id>
		<title>Nyazuli/Portrait</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Portrait&amp;diff=1520079"/>
		<updated>2021-05-01T08:28:23Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Nyazuli.png|300px]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Portrait&amp;diff=1520078</id>
		<title>Nyazuli/Portrait</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nyazuli/Portrait&amp;diff=1520078"/>
		<updated>2021-05-01T08:26:49Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;file:Nyazuli.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Nyazuli.png]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=File:Nyazuli.png&amp;diff=1520077</id>
		<title>File:Nyazuli.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=File:Nyazuli.png&amp;diff=1520077"/>
		<updated>2021-05-01T08:26:34Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Art commission of Nyazuli (non-hyper version, mileage in-game may differ)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Art commission of Nyazuli (non-hyper version, mileage in-game may differ)&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Television_For_Fairhaven_-_RPLOG&amp;diff=1516070</id>
		<title>Television For Fairhaven - RPLOG</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Television_For_Fairhaven_-_RPLOG&amp;diff=1516070"/>
		<updated>2021-04-21T16:06:17Z</updated>

		<summary type="html">&lt;p&gt;Nyazuli: Created page with &amp;quot;=Participants= * Nyazuli * Critter * Zelmra * Poppy * Bleu  =Date= 18/4/2021 =Log= &amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;There are those who would ar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Participants=&lt;br /&gt;
* [[Nyazuli]]&lt;br /&gt;
* [[Critter]]&lt;br /&gt;
* [[Zelmra]]&lt;br /&gt;
* [[Poppy]]&lt;br /&gt;
* [[Bleu]]&lt;br /&gt;
&lt;br /&gt;
=Date=&lt;br /&gt;
18/4/2021&lt;br /&gt;
=Log=&lt;br /&gt;
&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;There are those who would argue that we were better off without  the advent of television, after all the information this service provided in the past was of the lesser quality and often skewed by political interests, but this is the new age damn it! We can try again! WE CAN DO IT RIGHT! WE CAN... watch Saturday morning cartoons like we used to, because let&#039;s face it... the lot of us are now a bunch of toddlers in adult bodies. Digression aside, the worksite would be as announced on the publicae, right atop the middle of RSX Headquarters&#039; rooftop. To those just arriving, they&#039;d bare witness to a flurry of motion all around as various mutants scramble to get their part of the work done. Technicians, laborers, organizers, electricians, various other kinds of engineers and workers were all setting up what appeared to be a BEHEMOTH of a transmitter, a tower easily in the 20-30m height, secured by taut wiring connecting to the edges of the roof, supporting massive dish-like apparatuses all along its overwhelming height. Overseeing it all was someone easily identifiable thanks to their bright orange hard hat and &amp;quot;Foreman&amp;quot; sleeveless jacket. They were an otter lad by mutation, and a bit of a stress ball by the looks of how he would twitch and fidget every so often. But can one really blame the poor thing, this was not the kind of project that tolerated mistakes. One bad move and they&#039;d have the whole thing collapsing down on them. &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;And for as completed as it looked, this array still had so much left in need of doing, though mostly finessing as the gruntwork had already been primarily taken care of. Those just arriving would be directed to the Foreman by the guards, and instructed to take their business either to him, or to his assistant, who appeared to be a very small, very sweet, very energetic fennec girl standing at her foreman&#039;s side, providing suggestions and directing the workforce whenever her boss was too busy calculating something or taking a phonecall. She however wore no hard hat... perhaps due to those massive ears getting in the way... who knows? Now then...&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Nyazuli&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Nyazuli Heard about the new project to bring back television to  the wastelands. She didn&#039;t remember much, if any, of what it used to be but was curiously interested in the project. She set herself to go on the installation site in RSX and started asking around for direction. After learning who the forememan was from a random guard. She decided to approach him and see if she could lend a hand. She tried attracting his attention and asked, &amp;quot;Hello sir! Is this where the television broadcast is being setup? This antenna is so impressive! Are you looking for any help setting things up?&amp;quot; &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Zelmra&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Zelmra also had heard about the project, and had spent a couple of days reading through her engineering books at her house to see if she could glean anything of use. Sure, she was a biomedical engineer, but perhaps there&#039;s /something/ in there that would help. When the big day arrived, she packed up her backpack with calligraphy paper, her calligraphy set (for note-taking), two of her estimated-to-be-useful books, and galloped over to the site. Of course, her naturally bad sense of direction caused her to get lost wandering around the construction site for an hour, but she finally arrives! Just as Nyazuli&#039;s talking to the foreman. So she stands off to the side, listening to the conversation, and waiting to speak. &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Poppy&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;The call for workers had been put out, and the day&#039;s work had been put aside for it. Poppy made no effort to hide her enthusiasum as she slithered on up to RSX&#039;s roof, a pleased humming slipping free from her. The doors opened though and she beheld... wonder. A majesty of motion and activity. Watching and listening to the people moving at a speed one would almost call running, but never infront of the foreman, lest something happen, working in broken and fragmented groups, assembling and welding all over the growing monolith of a technological marvel. How could you call it anything other than a wonder? &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Poppy&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;The awestruck look on her face was gently patted off, the lass shaking herself free from that revery. Work, not sightseeing. A few people lingering, waiting on instruction, a few people seeming to scramble about above... Yep. Work could be done. So, her eyes sweept across those on the ground, trying to find the center amidst this storm of activity. There... In the orange and looking paniced and frizzy. Poor lad. Shaking and pulling herself up to a small height, she slithered on over, a hand raised in greeting, but nothing said till she was by that side. No need to distract them more than they already were. &amp;quot;Morning Sir! Poppy, reporting for duty.&amp;quot; A familiar clopping of hooves, a somewhat familiar drake, but she only offered them a nod for now. Work was to be done.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Bleu&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Bleu has exactly a good idea about what TV entails. He&#039;d been  watching Zephyr&#039;s preliminary experiments in broadcasting awhile back, but looks like RSX is beating them to the punch, regardless. He&#039;s keen to get in on this tech, ready to throw around as much freecred as necessary to get in on the ground floor of this soon-to-be burgeoning industry. Besides, he&#039;s got torrents of Classic Doctor Who back home. Time to bring that back to the masses. He makes his way into the site, toward the foreman and his fennec assistant, ready to offer them however much freecred they need to get things up and running. &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Bleu&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;&amp;quot;What? Oh, yes...&amp;quot; He then takes a look at his watch, and clears  his throat. &amp;quot;Yes, good uh... morning. What&#039;s that?&amp;quot; His attention snaps towards his assistant once she tugs on his sleeve to whisper into his ear. &amp;quot;I see... okay, yes.&amp;quot; He glances back towards Poppy, and the others who arrived with her. &amp;quot;You are here to assist, I take it? Good, good... it&#039;s a mess here as you can probably tell, but there are a few issues that need resolving. Uhhh... one, two, three... okay!&amp;quot; He hits his desk with one webbed hand and exhales slowly. &amp;quot;Here&#039;s the deal. I was going to have the next shift handle this, but better we get it out of the way now so it doesn&#039;t impede progress. One of the antennae was not wired in properly, sector C-16 right here...&amp;quot; his finger dances over one of the rougher looking blueprints detailing the entire structure, gesturing towards the east-facing dish-shaped component secured somewhere two-thirds up the height of the tower. &amp;quot;If someone can climb up there without causing accidents... or fly preferably to fix the sloppy work of the last tech team, I&#039;d appreciate it. Mind, if you&#039;re going to climb, max weight is one metric ton. I am not risking a structural failure here, no sir!&amp;quot; He huffs sharply out his nose, then resumes... &amp;quot;There&#039;s also the labourers, team B over there...&amp;quot; his hand waves dismissively at a pack of four lupine males in overalls, idly sitting by the entrance, smoking cigarettes. &amp;quot;Bunch of bullies they are, Zephyr sent them over to assist with the efforts, but they have it in their heads that they&#039;re done with their work when they&#039;ve barely done anything. If anyone can talk some sense into them and remind them that they&#039;ve yet four more hours of contract to fulfill, I&#039;d appreciate it.&amp;quot; The Foreman then rubs his arm and clears his throat. &amp;quot;There&#039;s one more thing... and this is a little embarrassing, but... we have some legal documentation to fuss over here, but these are not things I have ever bothered myself with in the past... and yet me and my assistant are expected to handle the financial and legal issues addressing compensation and labor division. If anyone among you is better acquainted with legal matters, especially in the new age, gods help me I would be so grateful.&amp;quot; He then picks up a shiny looking suitcase from the ground near himself, and pops it open, retrieving a small folder of paperwork from within. &amp;quot;Here&#039;s copies of the legal jargon. The originals will, ofcourse... remain with me.&amp;quot; He then handwaves towards the structure as a whole. &amp;quot;Then there&#039;s the shoddy components. Oh, we can finish the project with what we have, but I would love to come back here in a few days and add some quality breakers and reinforcements to the delicate electronics, but such delicate components cost a pretty freecred, and our benefactor is not the erm... well... educated sort, you see. There is no talking them into shelling out any more freecred, they see things as handled already. Well, that&#039;s the gist of it!&amp;quot; He then handwaves towards his fennec companion, and hands her the copies of the legal paperwork. &amp;quot;Report to my associate here for further instruction and guidance.&amp;quot;   &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Nyazuli&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Nyazuli Glanced at the other assembled mutants while listening to  the Foreman&#039;s instructions. Once he was done, she addressed the foreman as well as the group and suggested, &amp;quot;Alright, I have two wings and a working brain. I can probably handle the wiring work on the east-facing dish. Is everyone ok with it?&amp;quot; Seeing no disapproval in the crowd, She checked the various schematics and wire plans. After a few minute she had a pretty good idea of what the final result should be. She interrogated the foreman for some final confirmation and asked where she could find the tools for the job. She then picked what was needed and started flying toward the dish &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Zelmra&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Zelmra listens to the foreman intently, but her ears perk up when  she hears mention of the troublesome Lupines. &amp;quot;I think I can take care of the worker problem. One way or another. But the peaceful approach is probably the best for us all.&amp;quot; she says, in her typical warm and calm tone. She turns to the fennec and asks for some notes and paperwork on the workers&#039; duties, contracts, and what work they&#039;d actually done and its quality. &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Poppy&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Poppy would quietly listen and nod as the foreman and their  assistant spoke. A bevy of issues, but no big project lacks them in any degree, so that&#039;s no surprise. Let alone something like this, where the corps would start to bicker and argue. All falling down on the poor foreman and his assistant. &amp;quot;So, sounds like we&#039;ve got some electrical up top, workers who probably are probably the bad sort of union, paperwork problems, and parts issues.&amp;quot; Nodding, the lass would shake her head, a faint sigh given. &amp;quot;Sounds like the whole supply chain is messed up. But! Gotta work with what we&#039;ve got at least.&amp;quot; &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Poppy&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Raising a hand to shade her eyes, she&#039;d furrow her brow as she looked on up. But, as the drake piped up, she just nodded, a thumbs up in affirmation. Her own ability on the technical side was not exactly the best after all. &amp;quot;Mom taught me not to get duped for my work. I&#039;ll help you not get duped on yours,&amp;quot; is all she said, slithering forward, taking the offered paperwork and coiling up with a pen.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Bleu&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Bleu listens to the otter politely. He has a thing for otters, but nowis not the time, nor the place. His bushy tail wags a little, his ears perking as he hears tell of supply and funding issues. Music to the fox&#039;s ears. Stepping forward, he puts on a big smile. &amp;quot;Ah, you need more freecred, you say? This is a big job, of course, but it sounds like someone&#039;s being stingy... I could provide you all the the funds you need, but...&amp;quot; He turns to the fennec. &amp;quot;Perhaps we should talk about contracts, terms, and conditions. What could *I* get out of providing you with all the freecred you need? And perhaps most pressingly, just *how much* do you need?&amp;quot; &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;The otter seemed far too preoccupied with his own duties to handle anything that went outside his own specific responsibilities. It was the fennec who pulls Bleu&#039;s arm and clears her throat. &amp;quot;Unfortunately there is nothing we can offer in recompense. This is a community project, for the good of the community. Not a market for the exchange of services.&amp;quot; She speaks in a soft, melodious tone. &amp;quot;All donations are welcome, it goes without saying, and the amount that would be quite beneficial is anywhere between five hundred thousand to two million freecred. Anything above that wouldn&#039;t really find much use.&amp;quot; She then sighs quietly to herself and shakes her head, muttering something about financial inflation of the market. &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Meanwhile, Poppy would be greeted with quite the scandalous sight... looks like Zephyr were trying to squeeze a little more out of their involvement with the project than they were due. The legal terms were all very flowery language ofcourse, and were someone not well acquainted with legal terms to stamp and sign this abomination of a legal contract, it would in essence hand the entire project over to the fat cats running the big Z. How devious the beurocratic nightmares are!&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Nyazuli&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Nyazuli circled around the structure, spending more time than  really needed contemplating the structure from closer before finally approaching the defective dish. She gracefully landed next to the wire case she saw on the schematics, securing herself to the structure with her tail (safety first!) before using one of the screwdrivers she picked up to open it. She compared the current situation in the cable case to the schematic she committed to her memory earlier, trying to figure out where the heck each cable was going and what was their purpose. She spent a long time trying to figure out whether she should just fix the wiring or commit the time to redo it completely. &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Nyazuli&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;With a sigh, she started working her clawed hands unplugging everything, uncrossing the wire and making sure that every connexion was clear and color codded. It took her a long time, but eventually the initial worker&#039;s mistake was apparent and she just had to put blue on blue and red on red. Job&#039;s done! &lt;br /&gt;
after checking one last time that everything was correct, she closed the case, screwed it back on and started flying down the tower, landing near the foreman ready to report&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Zelmra&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Zelmra looks over the contract and sighs. Yeah, these guys are  lazy, all right. As for getting them back to work? That might be tough. She prefers to be polite and diplomatic, but these guys may not respond to that. Or maybe they will? One way to find out, she supposes, and clops on toward the smoking workers. &amp;quot;Hello there,&amp;quot; she says, calmly. &amp;quot;Enjoying your break?&amp;quot; she adds with a quiet hint of I-don&#039;t-really-want-to-know-the-answer-because-I-know-you&#039;re-not-su pposed-to-be-here. &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Poppy&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Twisting up on the floor, Poppy would sprawl out a bit, using the  broad section of the coils infront of her as an impromptu desk. &amp;quot;Stupid dumb words,&amp;quot; she rambled to herself, pencil quickly going to town on the documents. Not signing, oh no. But underlining. Circling. Noting. Sumaries written in the margins, connections made between the sides, parallels used and ambiguous language noted. Her coms set up in her lap, a few definitions asked on the more exotic and magnanimous terminology. All the while, a constant verbal mumbling barrage would fall from her lips. &amp;quot;No, using that sort of payment scale works on project based financing, not work based. This is establishing ownership of the bill of credit, rather than the bill of goods. That&#039;s overstating it&#039;s involvement in the project by using the wrong sort of metric. This is actually right... but not for a community project, but a buisness venture. Yech... Yes payment is in the form of capital, no it is not in the form of a untraded private good. No no no...&amp;quot; &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Poppy&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;&amp;quot;Mister Ottor Sir?&amp;quot; The lamia lass would slowly turn back up, a deep furrow in the ridge of her brow, that hood shading her sides. &amp;quot;This is gross. If you have some spare paper please, I can help get this to something more... sensible. I&#039;m guessing you just asked for the standard payment contracts for this sort of work, so it was biased there. This is gonna take a little while though.&amp;quot; Coiling back up, a small sigh would fall from her. &amp;quot;A really long while.&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Bleu&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Bleu smiles at the Fennec. &amp;quot;Monetary compensation is not required, miss... I just want one thing. In return for offering you two million freecred, I want access to my own broadcast time, to broadcast whatever I please. Maybe a whole channel to myself? We could always hash out the particulars later. I have things I want to broadcast, and you have a broadcast tower... And I have the freecred to make it actually work...&amp;quot; &amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;The fennec&#039;s brow furrows, and she raises her open hand at the vulpine offering that massive sum of money. &amp;quot;Unfortunately that is not something we can agree to, plus such a service would undoubtedly be worth much more than what you are offering to donate right now. I am going to have to ask you to keep your money if those are your terms.&amp;quot; Once Poppy speaks up however, she nods eagerly and retrieves a few spare sheets of printer paper, and offers it to her. &amp;quot;Thanks a bunch, love. We really hadn&#039;t the faintest with what these legal eagles wanted with us.&amp;quot; The exasperation vivid in her tone as she speaks.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Nyazuli meanwhile has an easy time working with the circuitry, though her work would likely go unchecked for a long time to come... considering the position of the box. Upon her return, she&#039;d be greeted by one of the technicians with a sheet of paper in his hands. Tall lady, a black panther of all things, garbed in overalls and the telltale yellow work helmet. &amp;quot;You the one that was just up there? Good work, we just took a reading and it looks like you fussed out some bad wiring, the relay is gobbling up a fair bit less electricity to do its job now. Here! Have this as a means of thanks from the Senior Engineer.&amp;quot; She smiles and pats Nyazuli on the shoulder, then hands them a chit worth a few thousand creds.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Then there&#039;s the bunch of slouches. When Zel approaches them, all they do is share a laugh together, before one of them finally speaks. &amp;quot;We already did our job. Ain&#039;t paid by the hour, but by the contract.&amp;quot; Another one pipes up &amp;quot;Or are you gonna give us a stern lecture, mom?&amp;quot; he notes with a distinctly disrespectful, condescending tone. What a bunch of dickbutts this lot were. They&#039;d need more than a finger waggling it would seem. &amp;quot;Look, we ain&#039;t being paid enough to do overtime. You tell the foreman to cough up some creds and I&#039;ll get the boys back to work. Otherwise... it&#039;s beer and poker until the shift&#039;s over.&amp;quot; The leader among them speaks up, then pipes down and returns to his game.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Just then... *THWACK* a deafening crack akin to the swing of a whip pierces the air, one of the support lines having given way due to stress and snapped clean in two. The wire swings faster than any could react and lashes two unfortunate workers through the chest, bowling them over, seemingly unconscious. The one nearest to them immediately muffles a curse, then calls out &amp;quot;I NEED A MEDIC OVER HERE!&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Nyazuli&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Nyazuli opens her mouth to thank the panther for the reward before hearing the crack and instinctively docking and protecting herself. She looks around assessing the situation. Something broke, someone is yelling medic, that&#039;s the next place she had to be. She stood up and adressed the Panther, &amp;quot;I&#039;ll deal with the injured&amp;quot; Before seeing that someone else was already running there. &amp;quot;Never mind, where is the emergency shutdown before someone else gets injured? We need to cut this place from the grid now!&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Zelmra&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Zelmra was about to give a retort when she too heard the cable snap and the shouting. She looks over to the commotion, turns back to the workers with a somewhat strained smile and a &amp;quot;We will have to continue this chat in a little bit&amp;quot;, before charging over towards the injured in a full gallop. Or she would have if she didn&#039;t twist her ankle as she turned, and ends up doing a faceplant into the ground. Growling, she gets back to her feet, even more annoyed than before, but not /quite/ enough for her Determinator instincts to kick in. She aligns herself properly this time, and gets set to head over as soon as possible.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Poppy&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Taking the offered papers, Poppy would give a very dry and very sad laugh. &amp;quot;What they want? Oh, that&#039;s easy. You&#039;ve got electricians from RSX, work force from Zephyr and New Dawn, a smattering of contracters from each, the tenative land deeds from RSX and a whole mess of questions of broadcast lisccenses. The only thing they are wanting you to do is fail in a way that makes them cash.&amp;quot; Grumbling for a few moments, she&#039;d set the papers down, looking back over them with a soft frown. &amp;quot;Alright... Payment for services can&#039;t be tweaked too much, but the terms can be adjusted at least...&amp;quot; And so, she&#039;d start to set about writting, a pen used now.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Poppy&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Words would flow and the writting would spill out like the ink it was made of. Only stopping with a unhealthy THWANG cracked through the air. Perking up, she&#039;d turn to the incident with a look of shock. Someone running over though, someone attending. Good, that&#039;s good at least. At least, until the centaur&#039;s legs got caught over themselves, crumpling and falling to the ground. A deep breath and a wince, the lamia picking up her papers and setting them by the foreman. &amp;quot;That will take a while, don&#039;t touch it yet.&amp;quot; Snagging some of the emergency supplies by the Foreman&#039;s desk, she swiftly slithered off, making her way owards the injured. Not the centaur, they could right themselves with a bit of time. &amp;quot;&amp;quot;Ah... Drat. High Speed Impacts...&amp;quot; Wracking her brain she&#039;d grumble. &amp;quot;No, I don&#039;t need to remember how to protect from that, but to heal from it darn it!&amp;quot; Shaking her head, she set about trying to bandage them up. Poorly, but it was something at least.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Bleu&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Bleu raises a paw. &amp;quot;I can give you more. 5, 10, even 20 million or more, if you need it. I could buy this entire tower twice over.&amp;quot; He gestures over to the recalcitrant workers. &amp;quot;At the very least, I can offer those louts extra monetary incentive to actually do their proper jo...&amp;quot; *THWACK* The fox looks up, his ears flattened, as he instinctively ducks. &amp;quot;What th&#039; hell?&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;The Foreman was definitely having a very bad day at this point. Help was&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; tyle=&amp;quot;margin-top:2em&amp;quot;&amp;gt;called in, and sure enough before long the RSX operatives were upon the scene and doing what they did best, reacting quickly. One of them pulls Poppy away from the injured, looking a bit annoyed and muttering something about amateur good samaritans. Thankfully the tower itself remained stable, it was just one cable that&#039;d snapped, but the foreman was having none of that. For such a sweet little otter, he certainly can start yelling, and that he most certainly does. &amp;quot;I WANT ALL THE SUPPORT LINES DOUBLE-CHECKED!&amp;quot; he yells &amp;quot;TRIPLE IF NEED BE!&amp;quot; sending the technicians scrambling to do exactly that.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; tyle=&amp;quot;margin-top:2em&amp;quot;&amp;gt;As for the fennec, she merely remains quiet, it wasn&#039;t her place to deal with any of this perhaps, though she does answer the vulpine once he starts strutting his wealth. &amp;quot;Sir, we&#039;re hired workers. We don&#039;t own this structure, it&#039;s property of RSX. Talking to me about it is the equivalent of asking a pedestrian how much they&#039;re willing to sell the street they walk upon for.&amp;quot; She sighs quietly and pulls out a sheet of paper, then dots down some information on it. &amp;quot;Here, this is the contact information for the one heading the operation and the one responsible for the structure. Our so called benefactor in this, if anyone can make your dreams come true, it&#039;s him.&amp;quot; She grumbles and folds the paper in two, before handing it to the vulpine. &amp;quot;If you contribute to us, it will be a pure donation with intent to make this happen properly. That&#039;s all I can tell you at this juncture.&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Zelmra&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Zelmra trots over a little slower this time, so as to avoid any more faceplants, and comes up to the medical team. &amp;quot;Do you require any assistance? I have some experience with working in medical matters,&amp;quot; she asks.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Poppy&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Having been pulled away and... well, a quiet scolding given, Poppy would sort of droop. Paperwork, injuries, and lazy workers. What a mess of things. Shlouching for a few moments, she&#039;d reach up, patting her cheeks and working to sit up a bit! A forced grin... more of a grimace really, but she&#039;d keep pushing on! Letting it defat her wouldn&#039;t do anything! At least nothing useful. Before a move could be made though, a voice called out, askign for her to check on the cords. &amp;quot;Sorry! Wouldn&#039;t know what I&#039;m looking for there. I&#039;ll try to get them to check it out!&amp;quot;  Them? Well, slithering back towards the desk, the lamia lass would toss a look to the layabouts and to her paperwork. &amp;quot;Stupid, dumb, lazy jerks.&amp;quot; Ah, that them. Rifling through the papers, she&#039;d pull back out one of the copies, a small humph of a nod.&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Poppy&amp;quot; tyle=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Making her way to the lazybones, she&#039;d grumble a bit louder at them. &amp;quot;Well! You all are the contracters from Zephyr, right? You might want to work if you want to be paid decent you know. You get paid by the contract, right? And the contract specifies the time you should be working here.&amp;quot;  Looking at them a little frustrated, she&#039;d state the obvious. &amp;quot;Contracts are between people, you know that right? Like Zephyr and the Contracter. Who&#039;ll want to not pay Zephyr because money. So he&#039;ll ask your Foreman over there. Who can say you didn&#039;t uphold your end of the contract. And not pay you.&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Bleu&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;Bleu takes the piece of paper, and opens it up, frowning sharply at the name therein. &amp;quot;Well, no wonder you were upplied with shoddy parts and not enough cash to replace it with. This dolt doesn&#039;t know quality if it bit him in the ass...&amp;quot; He sticks the scrap away for safekeeping. &amp;quot;At any rate, I&#039;ll offer a donation...&amp;quot; Begrudgingly. &amp;quot;How much is required to replace all the shoddy parts?&amp;quot; He looks at the comm device on his wrist, and starts pressing buttons. &amp;quot;Does 1 million freecred cover it?&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;div title=&amp;quot;Critter&amp;quot; style=&amp;quot;margin-top:2em&amp;quot;&amp;gt;&amp;quot;Alright, ALRIGHT!&amp;quot; One of the dogs growls loudly and gets up. &amp;quot;Just stop the nagging! You&#039;re worse than mother! Come on, you louts. We got only a hour or two left to burn anyway, may as well stay out of trouble.&amp;quot; The others among the lazy folks seem to agree, getting up albeit with a growl and a few muttered curses. With things stabilizing once more, the foreman of all things approaches them, visibly distressed. &amp;quot;The insurance agents are coming over to survey the damage and the injured, I would rather you four aren&#039;t around for that. It&#039;d be a paperwork nightmare for me and my assistant if you were. Shoo! Off with you. Report to the second floor office just west of the stairwell. Number sixteen I believe. You&#039;ll find the organizer there, she&#039;ll hand you your earnings... oh!&amp;quot; He looks a touch surprised when one of the slouches brushes past him, casting a leer down at the otter. &amp;quot;Looks like you got them back up. That helps too. I&#039;ll be sure to report that. Now go!&amp;quot; He tells all four, before returning to his station... still visibly stressed. Then again who wouldn&#039;t be were they to deal with such a situation? The fennec speaks up before the party departs. &amp;quot;Any donations are welcome, thank you in advance.&amp;quot; Before turning tail and rejoining her foreman for what was going to be a very tense day...&amp;lt;/div&amp;gt;[[Category:RPLogs]]&lt;/div&gt;</summary>
		<author><name>Nyazuli</name></author>
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