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	<updated>2026-04-17T19:22:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://is12wiki.xyz/index.php?title=Scavenger&amp;diff=749</id>
		<title>Scavenger</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Scavenger&amp;diff=749"/>
		<updated>2022-11-22T00:32:19Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: /* Stealing Teeth From Private Guy Sitting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = SUPPORT ROLE&lt;br /&gt;
|img = Scav.png&lt;br /&gt;
|jobtitle = Scavenger&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Pretty much everyone but especially the [[Captain]]&lt;br /&gt;
|duties = Collect teeth, enemy dog tags and enemy helmets. &lt;br /&gt;
|guides = [[Getting Started]]&lt;br /&gt;
|quote = &amp;quot;I will now smoke a cigarette because muh grimdark&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stealing Teeth From Private Guy Sitting ==&lt;br /&gt;
'''Welcome to heck, kiddo.'''&lt;br /&gt;
&lt;br /&gt;
You're a kid now, not a squid, but just as slippery. &lt;br /&gt;
&lt;br /&gt;
'''How 2 be the best little Scav you can be'''&lt;br /&gt;
&lt;br /&gt;
The role of a scavenger is to retrieve things like teeth, enemy dog tags, and enemy helmets, which you turn into the cargo computer at the back of your base for Cargo Points, which can be used to buy weapons, ammo, other supplies, or even classes like the Flamethrower and Sniper. Remember, you are pretty much the lowest on the totem pole when it comes to chain of command, so if you get ordered to do something, do it! Scavs are pretty much worthless in a fight, they can't hit shit with guns, they are weak as hell and their spaghetti arms can't even toss a grenade, try to avoid combat if possible.&lt;br /&gt;
&lt;br /&gt;
'''But how do I get teef?'''&lt;br /&gt;
&lt;br /&gt;
Teeth can be collected numerous ways, some more painful than others. The cleanest way to collect teeth is with wirecutters. You can steal a pair of these from the prac's collection of medic belts in the medbay (or you can ask him nicely). First, get the wirecutters in your hand, then target the mouth in the top right of your screen after selecting the head. Then all ya' gotta do is click on your victim and you will begin extracting teeth. This works on alive, dead, wounded, friendly or enemy units. Taking teeth causes a lot of pain and stress for your donor, however, it doesn't do much serious damage. Steal some morphine from the prac and try to persuade some soldiers to donate for the cause before the round starts.&lt;br /&gt;
&lt;br /&gt;
You can also collect teeth in messier (and significantly faster) ways, you can toggle kick, hover over your target and press the middle-mouse button. This will collect teeth faster, but do a bunch more damage to your donor, save this for the enemy or the dead. You can also whack the mouth with whatever weapons you can find to extract teeth, again, faster, but will definitely harm them severely. &lt;br /&gt;
&lt;br /&gt;
Always be hunting for teeth to turn in, good scavenging can swing a battle! Someone was a little too careless and fell down the steps? Looks like they wanted to donate some teeth to the cause! Just be sure you run away before they can catch you. &lt;br /&gt;
&lt;br /&gt;
'''Getting da BIG points'''&lt;br /&gt;
&lt;br /&gt;
While teeth are likely to be the most abundant resource you scavenge, enemy tags and helmets are worth more points than teef and should be prioritized in your backpack once the battle has begun. Make sure to sneak up behind the line and pick clean any enemies you find, they won't need the gear anyway. You can strip items by clicking on your target and dragging them to you where you can begin stuffing their helmet, tags and eventually teeth. &lt;br /&gt;
&lt;br /&gt;
'''Winning the medal of honor/becoming the human beacon'''&lt;br /&gt;
&lt;br /&gt;
While scavs are useless in a direct fight they can assist the battle in ways outside of just gathering. After a while of good scavenging, your team will have enough points for artillery which is devastating and can wipe out tens of enemies in one fell swoop. Only problem is, the Captain needs x,y coordinates to call it in. This is where you and your compass come in. Compass in hand, you can rush the enemy line, sneaking, crawling, bobbing and weaving through bullets until you reach a suitable point. Click on your compass to confirm your coordinates and relay to the captain, you can then either try to haul ass or accept your fate along with the love, adoration and respect of your captain,&lt;br /&gt;
&lt;br /&gt;
'''Boy all this scavenging is really stressing me out, man!'''&lt;br /&gt;
&lt;br /&gt;
As a scavenger, you will partake in some stressful activities. Luckily, you're nearly 8 now and that means you're old enough to start chain smoking. I highly advise you keep a lit cigarette in your mouth at all times to fight off the shakes. Eating and drinking is also important, don't forget to use the bathroom after. Nothing stresses you out quite like shitting yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Roles]]&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Roles&amp;diff=748</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Roles&amp;diff=748"/>
		<updated>2022-11-22T00:25:12Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Men of Battle==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:Command.png]] '''Command''' - The men in charge of this shitshow. Blame them when the whole thing fails.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cpt.png]]&amp;lt;h3&amp;gt;[[Captain]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Captain is the man who is ''supposedly'' in command of his team's side of the battle. A high ranking nobleman who through money or through power, managed to land the rather safe position as commander as far away from the frontlines as you can be in this time of total war.&lt;br /&gt;
| The captain is the only man with the [[Cargo|artillery password]]. Check your notes in the IC tab to see what it is, and remember to TRY NOT TO LEAVE YOUR FUCKING TRENCHES UNLESS YOU HAVE TO! IF YOU DIE YOUR MEN WILL BE '''VERY''' UPSET!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SL.png]]&amp;lt;h3&amp;gt;[[Squad Leader]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| The man supposedly in charge of his squad. In reality his men will ignore him and he will probably die alone on the battlefield.&lt;br /&gt;
| You have an ''Oorah'' command that boosts morale, use it when times are tough to give your men a boost in their spirits!&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:Redhelm.png]] '''The Grunts''' - The men out on the front, losing their lives in combat by the second.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Soldier.png]]&amp;lt;h3&amp;gt;[[Soldier]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Your average grunt. He spawns with the default rifle that is given to every man, with the job to die, but hopefully take out as many of the enemy as he can in the process. He is the backbone of army, with his only real skill being with the gun that he shoots.&lt;br /&gt;
| As a soldier you don't need to worry about much else other than following orders, and shooting bad guys. This is an easy role for beginners.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Engineer.png]]&amp;lt;h3&amp;gt;[[Engineer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Probably the most useful man on the battlefield, he comes equipped with an Shotgun, shovel, and a trusty pair of wirecutters. He can dig trenches, disarm mines, and die when his shotgun jams in the middle of a firefight.&lt;br /&gt;
| '''DO NOT TRY TO DISARM A LANDMINE IF YOUR [[Mood|MOOD]] IS LOW! YOU WILL BLOW YOURSELF UP!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sniper.png]]&amp;lt;h3&amp;gt;[[Sniper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| The marksman who paid attention to sharp shooting when he was in military training. Comes equipped with the powerful PTSD Sniper Rifle and the skill to use it.&lt;br /&gt;
| Your rifle is useful for more than just shooting, it can work very well as a pair of binoculars to provide overwatch on far away enemy locations. Do not throw your rifle out when it runs out of ammo.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lmg.png]]&amp;lt;h3&amp;gt;[[Sentry]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Removed&lt;br /&gt;
| This class was removed from the game recently due to the LMG being OP. He had a set of heavy armor, a trenchaxe, and a (also removed) LMG, that made it hell to push up or kill him at all. &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flamer.png]]&amp;lt;h3&amp;gt;[[Flame Trooper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| The pyromaniac of the unit, he comes equipped with a flame thrower (obviously) and fireproof armor. He is useful for clearing out trenches and not much else. It is not recommended normal soldiers try to use his flamer, they will catch themselves on fire.&lt;br /&gt;
| '''THIS UNIT MUST BE BOUGHT FROM CARGO!'''&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:Medic.png]] '''Support''' - Those who are made to assist, not to fight.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medic.png]]&amp;lt;h3&amp;gt;[[Medic]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Master of frontline medicine, the medic comes equipped with a semi automatic rifle and a big toolbelt full of medical supplies. While he's not expected to save everyone, he is expected to at least try, and is vital for keeping the backline of injured soldiers fixed up and ready to be sent to the front again.&lt;br /&gt;
| Remember to prioritize your patients and work on keeping them stable. If there is a dying man and an injured man, treat the dying man first, then the injured man. Make sure to pick a safe place to do your healing, as both you and your patient are vulnerable in this instance. It is easy to become overwhelmed as the number of injured pile up, try to stay focused, and do not let the screams of the barely wounded drown out the silence of those who are half dead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Practitioner.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| The dedicated surgeon of the unit. They may have a scary mask, but they are they are probably your best chance for a full recovery, since they are stationed far away from the frontlines in your team's home base trenches. &lt;br /&gt;
| Practitioners cannot leave the trenches. Sometimes it can be boring to be practitioner if your side is winning, but don't worry, there will always be [[Scavenger|Scavs]] about to mess with.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scav.png]]&amp;lt;h3&amp;gt;[[Scavenger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Merely a child, conscripted into the war during desperate times. They start out with binoculars, landmine immunity, and the ability to strip corpses much faster than the adults around you. Use your superior sightlines to scout ahead for danger and strip bodies for supplies for your brothers in arms. &lt;br /&gt;
| While you can use guns, you cannot use grenades, and your aim with guns is beyond horrible. Stay away from enemies at all costs if you wish to survive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Trenches]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Roles&amp;diff=747</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Roles&amp;diff=747"/>
		<updated>2022-11-22T00:21:37Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: /* The Men of Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Men of Battle==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 80%; ax-width: 120em; border-spacing: 2em; clear: both&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width:100%;margin:0; color: #ffffff; background: #bbb;  border: 2px solid #634B4F; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 10%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Role'''&lt;br /&gt;
| style=&amp;quot;width: 5%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Slots'''&lt;br /&gt;
| style=&amp;quot;width: 50%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Description'''&lt;br /&gt;
| style=&amp;quot;width: 40%; background: #312629; color: #ffffff; border: 5px solid #634B4F; border-top:0px. &amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #bbb; border:3px solid #ddd;text-align: center;&amp;quot; | [[File:Command.png]] '''Command''' - The men in charge of this shitshow. Blame them when the whole thing fails.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cpt.png]]&amp;lt;h3&amp;gt;[[Captain]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| The Captain is the man who is ''supposedly'' in command of his team's side of the battle. A high ranking nobleman who through money or through power, managed to land the rather safe position as commander as far away from the frontlines as you can be in this time of total war.&lt;br /&gt;
| The captain is the only man with the [[Cargo|artillery password]]. Check your notes in the IC tab to see what it is, and remember to TRY NOT TO LEAVE YOUR FUCKING TRENCHES UNLESS YOU HAVE TO! IF YOU DIE YOUR MEN WILL BE '''VERY''' UPSET!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SL.png]]&amp;lt;h3&amp;gt;[[Squad Leader]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| The man supposedly in charge of his squad. In reality his men will ignore him and he will probably die alone on the battlefield.&lt;br /&gt;
| You have an ''Oorah'' command that boosts morale, use it when times are tough to give your men a boost in their spirits!&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; |  [[File:Redhelm.png]] '''The Grunts''' - The men out on the front, losing their lives in combat by the second.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Soldier.png]]&amp;lt;h3&amp;gt;[[Soldier]]&amp;lt;/H3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Your average grunt. He spawns with the default rifle that is given to every man, with the job to die, but hopefully take out as many of the enemy as he can in the process. He is the backbone of army, with his only real skill being with the gun that he shoots.&lt;br /&gt;
| As a soldier you don't need to worry about much else other than following orders, and shooting bad guys. This is an easy role for beginners.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Engineer.png]]&amp;lt;h3&amp;gt;[[Engineer]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Probably the most useful man on the battlefield, he comes equipped with an Shotgun, shovel, and a trusty pair of wirecutters. He can dig trenches, disarm mines, and die when his shotgun jams in the middle of a firefight.&lt;br /&gt;
| '''DO NOT TRY TO DISARM A LANDMINE IF YOUR [[Mood|MOOD]] IS LOW! YOU WILL BLOW YOURSELF UP!&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sniper.png]]&amp;lt;h3&amp;gt;[[Sniper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| The marksman who paid attention to sharp shooting when he was in military training. Comes equipped with the powerful PTSD Sniper Rifle and the skill to use it.&lt;br /&gt;
| Your rifle is useful for more than just shooting, it can work very well as a pair of binoculars to provide overwatch on far away enemy locations. Do not throw your rifle out when it runs out of ammo.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lmg.png]]&amp;lt;h3&amp;gt;[[Sentry]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Removed&lt;br /&gt;
| This class was removed from the game recently due to the LMG being OP. When he was still around, he was the biggest, toughest, meanest son of a bitch in the unit. He comes equipped with heavy armor, a trenchaxe, an LMG, and the strength to wield all of it effectively. He's very good at holding positions, and can be very difficult to dislodge without plenty of grenades.&lt;br /&gt;
| While your armor is tough, you are not invincible, do not run head on into enemy fire and expect to live. Instead use your tougher armor as crutch for when your position gets overrun.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flamer.png]]&amp;lt;h3&amp;gt;[[Flame Trooper]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| The pyromaniac of the unit, he comes equipped with a flame thrower (obviously) and fireproof armor. He is useful for clearing out trenches and not much else. It is not recommended normal soldiers try to use his flamer, they will catch themselves on fire.&lt;br /&gt;
| '''THIS UNIT MUST BE BOUGHT FROM CARGO!'''&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;color: #333; padding:2px; padding-left: 50px; background: #bbaaaa; border-left: 1px solid #ddd; border:3px sloid #ddd;text-align: center;&amp;quot; | [[File:Medic.png]] '''Support''' - Those who are made to assist, not to fight.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medic.png]]&amp;lt;h3&amp;gt;[[Medic]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Master of frontline medicine, the medic comes equipped with a semi automatic rifle and a big toolbelt full of medical supplies. While he's not expected to save everyone, he is expected to at least try, and is vital for keeping the backline of injured soldiers fixed up and ready to be sent to the front again.&lt;br /&gt;
| Remember to prioritize your patients and work on keeping them stable. If there is a dying man and an injured man, treat the dying man first, then the injured man. Make sure to pick a safe place to do your healing, as both you and your patient are vulnerable in this instance. It is easy to become overwhelmed as the number of injured pile up, try to stay focused, and do not let the screams of the barely wounded drown out the silence of those who are half dead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Practitioner.png]]&amp;lt;h3&amp;gt;[[Practitioner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| The dedicated surgeon of the unit. They may have a scary mask, but they are they are probably your best chance for a full recovery, since they are stationed far away from the frontlines in your team's home base trenches. &lt;br /&gt;
| Practitioners cannot leave the trenches. Sometimes it can be boring to be practitioner if your side is winning, but don't worry, there will always be [[Scavenger|Scavs]] about to mess with.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scav.png]]&amp;lt;h3&amp;gt;[[Scavenger]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
| Infinite&lt;br /&gt;
| Merely a child, conscripted into the war during desperate times. They start out with binoculars, landmine immunity, and the ability to strip corpses much faster than the adults around you. Use your superior sightlines to scout ahead for danger and strip bodies for supplies for your brothers in arms. &lt;br /&gt;
| While you can use guns, you cannot use grenades, and your aim with guns is beyond horrible. Stay away from enemies at all costs if you wish to survive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Trenches]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Soldier&amp;diff=746</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Soldier&amp;diff=746"/>
		<updated>2022-11-22T00:19:27Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = FRONTLINE ROLE&lt;br /&gt;
|img_generic = Redhelm.png&lt;br /&gt;
|img = Soldier.png&lt;br /&gt;
|jobtitle = Soldier&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Squad Leader]] and [[Captain]]&lt;br /&gt;
|duties = Kill the men of the opposite color than you.&lt;br /&gt;
|guides = [[Getting Started]]&lt;br /&gt;
|quote = &amp;quot;Fell in a trench broke my legs shit game ahelp&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to h*ck. &lt;br /&gt;
&lt;br /&gt;
[[Category: Roles]]&lt;br /&gt;
&lt;br /&gt;
== Being Private Guy Sitting==&lt;br /&gt;
&lt;br /&gt;
'''How to be an effective grunt in the battlefield'''&lt;br /&gt;
&lt;br /&gt;
* At the start, don't bring a gasmask. Gasmasks are only useful against chemical weapons, which usually don't get deployed until mid or late game. You'll likely just die with it, though when chemical weapons DO get deployed, you'll be glad you had one, since they instakill you. &lt;br /&gt;
* Listen to the captain's orders, if the captain goes out of the base to protect him he's the key to strategy. He's also the only one that can call in artillery.&lt;br /&gt;
* Watch out for mines and barbwire, ask an [[engineer]] to cut and defuse them. If you step on a mine, they can defuse them.&lt;br /&gt;
* When the round starts, rush to the middle. Whoever controls the middle has an immense advantage. &lt;br /&gt;
* Press '''[space]''' to crouch, which will make it significantly more difficult to get hit by enemy fire or artillery, speaking of which...&lt;br /&gt;
* If you hear artillery, you can '''[rest]''' to further boost your chances of survival. &lt;br /&gt;
* Lastly, if you see a wounded teammate and you want to save a life, drag the teammate to the Pract. doing this should fix him up.  &lt;br /&gt;
* Flanking can be a good idea, just know that you can't rush the enemy base if your team doesn't have control of mid. &lt;br /&gt;
&lt;br /&gt;
Remember, '''&amp;lt;u&amp;gt;DON'T STEP ON MINES&amp;lt;/u&amp;gt;'''&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Weapons&amp;diff=745</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Weapons&amp;diff=745"/>
		<updated>2022-11-22T00:11:50Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are quite a few guns in Warfare, with different ones spread out between oldfare, and coldfare. Hopefully this chart should give you a better idea of what something is before you pick it up. &lt;br /&gt;
&lt;br /&gt;
Different classes start with different proficiencies in each type of weapon, making it so that your standard soldier isn't as good with an LMG as the sentry is, etc. Right click on your health indicator to see your skills. &lt;br /&gt;
&lt;br /&gt;
==Oldfare Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 80%; height: 15em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Equipment'''&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Type'''&lt;br /&gt;
! style=&amp;quot;width: 60%; background: #bbb; color: #700; &amp;quot; class=&amp;quot;unsortable&amp;quot; | '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Lmg.png]]&amp;lt;h3&amp;gt;LMG Harbinger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | LMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to Sentries, 50 rounds, high damage, used for suppressing targets or killing exposed ones, anyone whos not a sentry will have great difficulty wielding and aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Flamer.png]]&amp;lt;h3&amp;gt;Scorcher&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Flamethrower&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to [[Flame_Trooper|flame troopers]]. It's a flamethrower. It throws flame. Can be incredibly deadly in a direct attack, especially if there is no water around for the enemy to jump into. Will catch the user on fire though due to the flame's spread, so it's wise to not use this unless you are wearing flame protective gear.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sniper.png]]&amp;lt;h3&amp;gt;PTSD 41&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | An aptly titled single-shot sniper rifle, equipped with a scope for spying on the enemy and spotting your targets. Shots can penetrate one object, such as a dirt mound, metal barricade, wall or even soldier, allowing you to score 2 kills with one bullet if you see two people lined up outside of cover. Anyone who isn't a [[sniper]] will have difficulty aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Soldier.png]]&amp;lt;h3&amp;gt;MK. 1 Stormrider&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The Stormrider is your standard grunt's rifle, complete with a magic 5+1 capacity and less moving parts than fingers on a soldier's hand. Getting a hit on your enemy's chest is likely to take them out of the fight, if it doesn't immediately kill them. Almost anyone is good with this.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Snapper.png]]&amp;lt;h3&amp;gt;Mk. 1 Snapper&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Lever-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Functionally identical to the Stormrider and occasionally spawns in place of it. Perfect for playing games of Cowboys vs. Capitalists.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Warmonger.png]]&amp;lt;h3&amp;gt;Mk.1 Warmonger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-automatic rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A 20 round magazine fed rifle, prone to jamming if not maintained well, it is typically issued to [[Medic|medics]]. Despite it lacking the damage of the infantry rifles, it manages to lend itself well to trench rushers, acting as a harder hitting but smaller capacity Soulburn. &amp;lt;!-- add in who this spawns with --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Frontier.png]]&amp;lt;h3&amp;gt;WTX Frontier Special &amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Pump-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A tube fed pump-action trenchgun with a classic 5+1 capacity. Buckshot is extremely annoying and time consuming for medics to deal with due to the many pellets and many will simply not bother, which makes it an effective tool to keep soldiers out of your trenches and out of the way of their medics. [[Engineer|Engineers]] are likely to spawn with this and are more skilled with it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Doom.png]]&amp;lt;h3&amp;gt;MS Doom&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Break-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A good ol' fashioned double barreled, for when you want to spill some blood. Other than looking cool and having no skill requirement to use effectively, there isn't much reason to order this from [[Cargo]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Engineer.png]]&amp;lt;h3&amp;gt;Mk. 1 Soulburn&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | SMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A SMG that was typically issued to [[engineer|engineers]]. It's unusable now due to being OP. When it was still in the game though, it may seem to be a weapon exclusively for self defense due to its low damage and high jam rate (when poorly maintained), the Soulburn can be quite effective as an offensive weapon. Its high capacity and high rate of fire, coupled with its high jam rate, make it a risky but effective choice for trench raids. Can only be bought now from cargo, but don't bother. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Cpt.png]]&amp;lt;h3&amp;gt;Captain's Special&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Double-action revolver&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The weapon of 'choice' for the [[Captain]] and [[Practitioner|practitioners]]. Holds six rounds and does its job as an emergency defense weapon for non-combat roles. &amp;lt;!-- check if still spawns with pracs --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Reckoning.png]]&amp;lt;h3&amp;gt;Mk.1 Reckoning&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-auto pistol&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A semi automatic pistol, typically issued to [[Sniper|snipers]] as a backup in case an enemy gets too close. Usually doesn't come with enough ammo to make it an effective offensive weapon, but can save your life in a pinch if you're lucky.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #bbb; color: red;&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot; | &amp;lt;p style=&amp;quot;color:#700; font-weight:bold&amp;quot;&amp;gt;Ordinance &amp;amp; Melee&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Mortar.png]]&amp;lt;h3&amp;gt;HE Trench Ender&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Mortar&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Use it in your hand to set it up, then click on it with your shell to load the shell. Look off into the distance, and click on where you want to launch your mortar. It's probably not going to land exactly where you click, so keep that in mind.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Fgrenade.png]]&amp;lt;h3&amp;gt;Frag Grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | It's a grenade. Pull the pin and throw before it blows up in your hand. Alternatively, pull the pin and find an enemy to hug. [[scavenger|Scavs]], as with most weapons, cannot use these.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sgrenade.png]]&amp;lt;h3&amp;gt;Smoke grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A grenade containing smoke instead of dangerous explosives. Good for covering advances and cutting off the sight of entrenched gunners.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Club.png]]&amp;lt;h3&amp;gt;Trench Club&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | &amp;quot;''If there were two guys in mid and one of them killed the other with a trench club would that be fucked up or what?''&amp;quot; Found in your base. Only good as a backup weapon when you're right on top of the enemy. &amp;lt;!-- thanks for the quote smashy scotsman --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Knife.png]]&amp;lt;h3&amp;gt;Knife&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Found in your boot. Can be used to open cans, rats, barbed wire and the enemy's legs. In a pinch you can remove shrapnel with it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Roles]]&lt;br /&gt;
* [[Cooking Guide]]&lt;br /&gt;
* [[Trenches]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Weapons&amp;diff=744</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Weapons&amp;diff=744"/>
		<updated>2022-11-22T00:11:00Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are quite a few guns in Warfare, with different ones spread out between oldfare, and coldfare. Hopefully this chart should give you a better idea of what something is before you pick it up. &lt;br /&gt;
&lt;br /&gt;
Different classes start with different proficiencies in each type of weapon, making it so that your standard soldier isn't as good with an LMG as the sentry is, etc. Right click on your health indicator to see your skills. &lt;br /&gt;
&lt;br /&gt;
==Oldfare Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 80%; height: 15em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Equipment'''&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Type'''&lt;br /&gt;
! style=&amp;quot;width: 60%; background: #bbb; color: #700; &amp;quot; class=&amp;quot;unsortable&amp;quot; | '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Lmg.png]]&amp;lt;h3&amp;gt;LMG Harbinger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | LMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to Sentries, 50 rounds, high damage, used for suppressing targets or killing exposed ones, anyone whos not a sentry will have great difficulty wielding and aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Flamer.png]]&amp;lt;h3&amp;gt;Scorcher&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Flamethrower&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to [[Flame_Trooper|flame troopers]]. It's a flamethrower. It throws flame. Can be incredibly deadly in a direct attack, especially if there is no water around for the enemy to jump into. Will catch the user on fire though due to the flame's spread, so it's wise to not use this unless you are wearing flame protective gear.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sniper.png]]&amp;lt;h3&amp;gt;PTSD 41&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | An aptly titled single-shot sniper rifle, equipped with a scope for spying on the enemy and spotting your targets. Shots can penetrate one object, such as a dirt mound, metal barricade, wall or even soldier, allowing you to score 2 kills with one bullet if you see two people lined up outside of cover. Anyone who isn't a [[sniper]] will have difficulty aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Soldier.png]]&amp;lt;h3&amp;gt;MK. 1 Stormrider&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The Stormrider is your standard grunt's rifle, complete with a magic 5+1 capacity and less moving parts than fingers on a soldier's hand. Getting a hit on your enemy's chest is likely to take them out of the fight, if it doesn't immediately kill them. Almost anyone is good with this.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Snapper.png]]&amp;lt;h3&amp;gt;Mk. 1 Snapper&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Lever-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Functionally identical to the Stormrider and occasionally spawns in place of it. Perfect for playing games of Cowboys vs. Capitalists.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Warmonger.png]]&amp;lt;h3&amp;gt;Mk.1 Warmonger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-automatic rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A 20 round magazine fed rifle, prone to jamming if not maintained well, it is typically issued to [[Medic|medics]]. Despite it lacking the damage of the infantry rifles, it manages to lend itself well to trench rushers, acting as a harder hitting but smaller capacity Soulburn. &amp;lt;!-- add in who this spawns with --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Frontier.png]]&amp;lt;h3&amp;gt;WTX Frontier Special &amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Pump-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A tube fed pump-action trenchgun with a classic 5+1 capacity. Buckshot is extremely annoying and time consuming for medics to deal with due to the many pellets and many will simply not bother, which makes it an effective tool to keep soldiers out of your trenches and out of the way of their medics. [[Engineer|Engineers]] are likely to spawn with this and are more skilled with it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Doom.png]]&amp;lt;h3&amp;gt;MS Doom&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Break-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A good ol' fashioned double barreled, for when you want to spill some blood. Other than looking cool and having no skill requirement to use effectively, there isn't much reason to order this from [[Cargo]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Engineer.png]]&amp;lt;h3&amp;gt;Mk. 1 Soulburn&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | SMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A SMG that was typically issued to [[engineer|engineers]]. It's unusable now due to being OP. When it was still in the game though, it may seem to be a weapon exclusively for self defense due to its low damage and high jam rate (when poorly maintained), the Soulburn can be quite effective as an offensive weapon. Its high capacity and high rate of fire, coupled with its high jam rate, make it a risky but effective choice for trench raids. Can only be bought now from cargo, but don't bother. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Cpt.png]]&amp;lt;h3&amp;gt;Captain's Special&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Double-action revolver&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The weapon of 'choice' for the [[Captain]] and [[Practitioner|practitioners]]. Holds six rounds and does its job as an emergency defense weapon for non-combat roles. &amp;lt;!-- check if still spawns with pracs --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Reckoning.png]]&amp;lt;h3&amp;gt;Mk.1 Reckoning&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-auto pistol&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A semi automatic pistol, typically issued to [[Sniper|snipers]] as a backup in case an enemy gets too close. Usually doesn't come with enough ammo to make it an effective offensive weapon, but can save your life in a pinch if you're lucky.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #bbb; color: red;&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot; | &amp;lt;p style=&amp;quot;color:#700; font-weight:bold&amp;quot;&amp;gt;Ordinance &amp;amp; Melee&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Mortar.png]]&amp;lt;h3&amp;gt;HE Trench Ender&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Mortar&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Use it in your hand to set it up, then click on it with your shell to load the shell. Look off into the distance, and click on where you want to launch your mortar. It's probably not going to land exactly where you click, so keep that in mind.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Fgrenade.png]]&amp;lt;h3&amp;gt;Frag Grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | It's a grenade. Pull the pin and throw before it blows up in your hand. Alternatively, pull the pin and find an enemy to hug. [[scavenger|Scavs]], as with most weapons, cannot use these.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sgrenade.png]]&amp;lt;h3&amp;gt;Smoke grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A grenade containing smoke instead of dangerous explosives. Good for covering advances and cutting off the sight of entrenched gunners.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Club.png]]&amp;lt;h3&amp;gt;Trench Club&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | &amp;quot;''If there were two guys in mid and one of them killed the other with a trench club would that be fucked up or what?''&amp;quot; Found in your base. &amp;lt;!-- thanks for the quote smashy scotsman --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Knife.png]]&amp;lt;h3&amp;gt;Knife&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Found in your boot. Can be used to open cans, rats, barbed wire and the enemy's legs. In a pinch you can remove shrapnel with it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Roles]]&lt;br /&gt;
* [[Cooking Guide]]&lt;br /&gt;
* [[Trenches]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Weapons&amp;diff=743</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Weapons&amp;diff=743"/>
		<updated>2022-11-22T00:07:17Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are quite a few guns in Warfare, with different ones spread out between oldfare, and coldfare. Hopefully this chart should give you a better idea of what something is before you pick it up. &lt;br /&gt;
&lt;br /&gt;
Different classes start with different proficiencies in each type of weapon, making it so that your standard soldier isn't as good with an LMG as the sentry is, etc. Right click on your health indicator to see your skills. &lt;br /&gt;
&lt;br /&gt;
==Oldfare Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 80%; height: 15em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Equipment'''&lt;br /&gt;
! style=&amp;quot;width: 20%; background: #bbb; color: #700; &amp;quot; | '''Type'''&lt;br /&gt;
! style=&amp;quot;width: 60%; background: #bbb; color: #700; &amp;quot; class=&amp;quot;unsortable&amp;quot; | '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Lmg.png]]&amp;lt;h3&amp;gt;LMG Harbinger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | LMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to Sentries, 50 rounds, high damage, used for suppressing targets or killing exposed ones, anyone whos not a sentry will have great difficulty wielding and aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Flamer.png]]&amp;lt;h3&amp;gt;Scorcher&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Flamethrower&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Exclusive to [[Flame_Trooper|flame troopers]]. It's a flamethrower. It throws flame. Can be incredibly deadly in a direct attack, especially if there is no water around for the enemy to jump into. Will catch the user on fire though due to the flame's spread, so it's wise to not use this unless you are wearing flame protective gear.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sniper.png]]&amp;lt;h3&amp;gt;PTSD 41&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | An aptly titled single-shot sniper rifle, equipped with a scope for spying on the enemy and spotting your targets. Shots can penetrate one object, such as a dirt mound, metal barricade, wall or even soldier, allowing you to score 2 kills with one bullet if you see two people lined up outside of cover. Anyone who isn't a [[sniper]] will have difficulty aiming it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Soldier.png]]&amp;lt;h3&amp;gt;MK. 1 Stormrider&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Bolt-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The Stormrider is your standard grunt's rifle, complete with a magic 5+1 capacity and less moving parts than fingers on a soldier's hand. Getting a hit on your enemy's chest is likely to take them out of the fight, if it doesn't immediately kill them. Almost anyone is good with this.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Snapper.png]]&amp;lt;h3&amp;gt;Mk. 1 Snapper&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Lever-action rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Functionally identical to the Stormrider and occasionally spawns in place of it. Perfect for playing games of Cowboys vs. Capitalists.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Warmonger.png]]&amp;lt;h3&amp;gt;Mk.1 Warmonger&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-automatic rifle&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A 20 round magazine fed rifle, prone to jamming if not maintained well, it is typically issued to [[Medic|medics]]. Despite it lacking the damage of the infantry rifles, it manages to lend itself well to trench rushers, acting as a harder hitting but smaller capacity Soulburn. &amp;lt;!-- add in who this spawns with --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Frontier.png]]&amp;lt;h3&amp;gt;WTX Frontier Special &amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Pump-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A tube fed pump-action trenchgun with a classic 5+1 capacity. Buckshot is extremely annoying and time consuming for medics to deal with due to the many pellets and many will simply not bother, which makes it an effective tool to keep soldiers out of your trenches and out of the way of their medics. [[Engineer|Engineers]] are likely to spawn with this and are more skilled with it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Doom.png]]&amp;lt;h3&amp;gt;MS Doom&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Break-action shotgun&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A good ol' fashioned double barreled, for when you want to spill some blood. Other than looking cool and having no skill requirement to use effectively, there isn't much reason to order this from [[Cargo]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Engineer.png]]&amp;lt;h3&amp;gt;Mk. 1 Soulburn&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | SMG&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A SMG that was typically issued to [[engineer|engineers]]. Although it may seem to be a weapon exclusively for self defense due to its low damage and high jam rate (when poorly maintained), the Soulburn can be quite effective as an offensive weapon. Its high capacity and high rate of fire, coupled with its high jam rate, make it a risky but effective choice for trench raids. Can only be bought now from cargo, and it's unusable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Cpt.png]]&amp;lt;h3&amp;gt;Captain's Special&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Double-action revolver&lt;br /&gt;
| style=&amp;quot;&amp;quot; | The weapon of 'choice' for the [[Captain]] and [[Practitioner|practitioners]]. Holds six rounds and does its job as an emergency defense weapon for non-combat roles. &amp;lt;!-- check if still spawns with pracs --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Reckoning.png]]&amp;lt;h3&amp;gt;Mk.1 Reckoning&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Semi-auto pistol&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A semi automatic pistol, typically issued to [[Sniper|snipers]] as a backup in case an enemy gets too close. Usually doesn't come with enough ammo to make it an effective offensive weapon, but can save your life in a pinch if you're lucky.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #bbb; color: red;&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot; | &amp;lt;p style=&amp;quot;color:#700; font-weight:bold&amp;quot;&amp;gt;Ordinance &amp;amp; Melee&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Mortar.png]]&amp;lt;h3&amp;gt;HE Trench Ender&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Mortar&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Use it in your hand to set it up, then click on it with your shell to load the shell. Look off into the distance, and click on where you want to launch your mortar. It's probably not going to land exactly where you click, so keep that in mind.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Fgrenade.png]]&amp;lt;h3&amp;gt;Frag Grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | It's a grenade. Pull the pin and throw before it blows up in your hand. Alternatively, pull the pin and find an enemy to hug. [[scavenger|Scavs]], as with most weapons, cannot use these.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Sgrenade.png]]&amp;lt;h3&amp;gt;Smoke grenade&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Grenade&lt;br /&gt;
| style=&amp;quot;&amp;quot; | A grenade containing smoke instead of dangerous explosives. Good for covering advances and cutting off the sight of entrenched gunners.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Club.png]]&amp;lt;h3&amp;gt;Trench Club&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | &amp;quot;''If there were two guys in mid and one of them killed the other with a trench club would that be fucked up or what?''&amp;quot; Found in your base. &amp;lt;!-- thanks for the quote smashy scotsman --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;&amp;quot; align=&amp;quot;center&amp;quot;| [[File:Knife.png]]&amp;lt;h3&amp;gt;Knife&amp;lt;/h3&amp;gt;&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Melee Weapon&lt;br /&gt;
| style=&amp;quot;&amp;quot; | Found in your boot. Can be used to open cans, rats, barbed wire and the enemy's legs. In a pinch you can remove shrapnel with it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Roles]]&lt;br /&gt;
* [[Cooking Guide]]&lt;br /&gt;
* [[Trenches]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Trenches&amp;diff=742</id>
		<title>Trenches</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Trenches&amp;diff=742"/>
		<updated>2022-11-22T00:03:15Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is possible to dig non multi-z trenches that make effective cover against anything around you, so long as you are in the trench and crouching down (and in some cases even while standing up).&lt;br /&gt;
&lt;br /&gt;
To dig a trench, hold a shovel and right-click a dirt tile to begin digging. After you finish, you can walk into the trench to enter it. To exit a trench, either drag your sprite onto an adjacent dirt tile (which takes time) or walk onto an adjacent floor tile. You can dig a trench while in any stance, crouching or otherwise.&lt;br /&gt;
&lt;br /&gt;
Press '''[space]''' or '''[v]''' to toggle crouching. So long as you remain crouched adjacent to the wall of a trench, projectiles coming from above the trench you're in (excluding those coming from above and directly adjacent to the trench wall) will miss you even if they were fired at you. This also applies if you have one or more open trench tiles between you and the wall of a trench, regardless of whether you are standing or crouched. Bullets fired inside a trench while not adjacent to a trench wall will hit the wall of the trench; you need to be adjacent to the trench's wall to fire over it. Projectiles that miss you while crouched next to a wall will suppress you, causing your screen to shake and reducing accuracy. Any projectiles that are fired in your trench or above and directly adjacent to your trench wall will hit you, and while shrapnel will fly over you, direct explosions, flames, and gas will still reach you in the trench.&lt;br /&gt;
&lt;br /&gt;
While crouched against a wall, your accuracy while shooting at something beyond the wall will be severely degraded. To stand up, increasing your accuracy and making you vulnerable to incoming bullets, you can either press '''[space]''' or '''[v]''' again, or you can look into the distance by using '''[left Alt]'''+'''[right-click]'''. Looking into the distance, whether by using '''[left Alt]'''+'''[right-click]''' or by using binoculars, will automatically stand you up.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*'''DO NOT DIG STRAIGHT OR OPEN TRENCHES.''' Dig tight zig-zagging trenches instead. Straight trenches allow the enemy to easily gun down entire rows of people if they get inside and open trenches make grenades and artillery shells that land in them extra dangerous, as there are no walls to catch the shrapnel.&lt;br /&gt;
&lt;br /&gt;
*It can be helpful to have open ground separate parallel trenches rather than connecting the trenches via a transport trench: during retreat or rout, your team can fall back to the safest trench and use the open ground to fire upon the opposite team in the open. This can also be useful against [[Flame Trooper|flame troopers]] and [[Sentry|sentries]], since both could otherwise use a connecting trench to stay relatively hidden while inflicting massive damage (or at the very least causing a hasty retreat) on your team.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Engineer&amp;diff=741</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Engineer&amp;diff=741"/>
		<updated>2022-11-21T23:56:26Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: /* Digging Cover For Private Guy Sitting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = FRONTLINE ROLE&lt;br /&gt;
|img_generic = Redhelm.png&lt;br /&gt;
|img = Engineer.png&lt;br /&gt;
|jobtitle = Engineer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Squad Leader]] and [[Captain]]&lt;br /&gt;
|duties = KILL THE ENEMY! Dig trenches and build defenses.&lt;br /&gt;
|guides = [[Getting Started]] &amp;amp; [[Trenches]]&lt;br /&gt;
|quote = &amp;quot;How do I repair someone's gun?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Digging Cover For Private Guy Sitting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shovel''' - As an engineer, your shovel is your life. Lose your shovel and you, as an engineer, are worth less than the dirt you would've been digging up with it. &lt;br /&gt;
&lt;br /&gt;
The majority of the time you will be using the shovel for two purposes: digging trenches and adding dirt mounds to the edges of said trenches. '''Right click''' on a ground tile to dig a trench and '''left click''' to dig a mound. Putting mounds on the side of trenches helps soldiers hiding in them get shot less while letting them shoot over. More rarely, you will be using your life partner to fill in trenches (right click on a trench tile) or to dig up '''disarmed''' land mines (left click). In ''dire'' circumstances, it can even be used in lieu of a club.&lt;br /&gt;
&lt;br /&gt;
Don't dig a straight line for trenches, not only is it easier to get sniped by also artillery can kill more people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wirecutters''' - The tool for all things sharp and/or explosive. &lt;br /&gt;
&lt;br /&gt;
The wirecutters' primary uses are to disarm mines and cut through barbed wire. Mines can be disarmed simply by left clicking on them. This can even be done while someone is standing on one, as long as they do not step off of it while you are disarming it. While it is unlikely that the mine will detonate from being defused ''by an engineer'', there is still a chance that it will trip itself in your face, mostly owing to poor moods and/or poor luck with RNG. Once a mine is disarmed, you can use a shovel on it to dig it up, in case you wanted to put a trench/dirt mound in its place. &lt;br /&gt;
&lt;br /&gt;
Barbed wire is able to be cut through by even the knife in a grunt's boots. Doing this, however, is ill advised. Cutting barbed wire has a chance to tear open one of your arteries, which can only be fixed by using the one-use tourniquet found in an IFAK or finding a medic. Instead, the engineer can cut through it with their wirecutters, which lowers the chance of it opening arteries significantly.&lt;br /&gt;
&lt;br /&gt;
Wirecutters are also useful for pulling pieces of shrapnel out of your/your teammate's body. Medics carry wirecutters for this exact reason. This process is quite painful and can make you pass out. It is still preferable to leaving the shrapnel in, which can lead to broken bones if not treated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add number of uses barbed wire has --&amp;gt;&lt;br /&gt;
'''Barbed Wire''' - The premier tool for area denial.&lt;br /&gt;
&lt;br /&gt;
A roll of barbed wire is found in your backpack, along with your IFAK, smoke grenade and metal barricades. Barbed wire looks scarier than it actually is and works best as a deterrent, best used to supplement other parts of your trench network, such as dirt mounds, corpses to catch shrapnel and adjustable metal barricades. Barbed wire is an effective way to keep an enemy soldier from going where you don't want them to. This includes placing it behind barricades that generate in the world to stop enemy soldiers from taking cover behind them, or inside your trench, to stop people from walking into the wrong part of it. It could even be used to create a chokepoint, if you had enough of it. More barbed wire can always be ordered and your fellow engineers might not even be using theirs. Ask for it if you want more for whatever reason.&lt;br /&gt;
&lt;br /&gt;
== 'Tools' of the Trade ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- find actual name for this '''Deployable Metal Barricades''' - --&amp;gt;&lt;br /&gt;
'''WTX Frontier Special''' - Mr. Warcrime Sr.&lt;br /&gt;
&lt;br /&gt;
The Frontier is a tube fed pump action shotgun with a 5 round capacity. Contrary to what most games would have you believe, it's quite effective at range, though good luck hitting anyone thats hunkered down although it is even better up close in the trenches. The Frontier excels in dealing damage so tedious to fix that most medics would prefer to let the victim bleed out rather than remove their 15 pieces of shrapnel. Found commonly in both oldfare and coldfare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MS Warcrime''' - Mr. Warcrime Jr.&lt;br /&gt;
&lt;br /&gt;
A very rare spawn for the engineer, the Warcrime is a magazine fed fully automatic shotgun with a 6 round capacity. Having no need to pump the shotgun between rounds, it essentially acts as a faster firing version of the Frontier, which is why it is usually only seen in coldfare, where automatic guns are far more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Engineer&amp;diff=740</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Engineer&amp;diff=740"/>
		<updated>2022-11-21T23:55:53Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: /* Digging Cover For Private Guy Sitting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = FRONTLINE ROLE&lt;br /&gt;
|img_generic = Redhelm.png&lt;br /&gt;
|img = Engineer.png&lt;br /&gt;
|jobtitle = Engineer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Squad Leader]] and [[Captain]]&lt;br /&gt;
|duties = KILL THE ENEMY! Dig trenches and build defenses.&lt;br /&gt;
|guides = [[Getting Started]] &amp;amp; [[Trenches]]&lt;br /&gt;
|quote = &amp;quot;How do I repair someone's gun?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Digging Cover For Private Guy Sitting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shovel''' - As an engineer, your shovel is your life. Lose your shovel and you, as an engineer, are worth less than the dirt you would've been digging up with it. &lt;br /&gt;
&lt;br /&gt;
The majority of the time you will be using the shovel for two purposes: digging trenches and adding dirt mounds to the edges of said trenches. '''Right click''' on a ground tile to dig a trench and '''left click''' to dig a mound. Putting mounds on the side of trenches helps soldiers hiding in them get shot less while letting them shoot over. More rarely, you will be using your life partner to fill in trenches (right click on a trench tile) or to dig up '''disarmed''' land mines (left click). In ''dire'' circumstances, it can even be used in lieu of a club. &lt;br /&gt;
Don't dig a straight line for trenches, not only is it easier to get sniped by also artillery can kill more people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wirecutters''' - The tool for all things sharp and/or explosive. &lt;br /&gt;
&lt;br /&gt;
The wirecutters' primary uses are to disarm mines and cut through barbed wire. Mines can be disarmed simply by left clicking on them. This can even be done while someone is standing on one, as long as they do not step off of it while you are disarming it. While it is unlikely that the mine will detonate from being defused ''by an engineer'', there is still a chance that it will trip itself in your face, mostly owing to poor moods and/or poor luck with RNG. Once a mine is disarmed, you can use a shovel on it to dig it up, in case you wanted to put a trench/dirt mound in its place. &lt;br /&gt;
&lt;br /&gt;
Barbed wire is able to be cut through by even the knife in a grunt's boots. Doing this, however, is ill advised. Cutting barbed wire has a chance to tear open one of your arteries, which can only be fixed by using the one-use tourniquet found in an IFAK or finding a medic. Instead, the engineer can cut through it with their wirecutters, which lowers the chance of it opening arteries significantly.&lt;br /&gt;
&lt;br /&gt;
Wirecutters are also useful for pulling pieces of shrapnel out of your/your teammate's body. Medics carry wirecutters for this exact reason. This process is quite painful and can make you pass out. It is still preferable to leaving the shrapnel in, which can lead to broken bones if not treated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add number of uses barbed wire has --&amp;gt;&lt;br /&gt;
'''Barbed Wire''' - The premier tool for area denial.&lt;br /&gt;
&lt;br /&gt;
A roll of barbed wire is found in your backpack, along with your IFAK, smoke grenade and metal barricades. Barbed wire looks scarier than it actually is and works best as a deterrent, best used to supplement other parts of your trench network, such as dirt mounds, corpses to catch shrapnel and adjustable metal barricades. Barbed wire is an effective way to keep an enemy soldier from going where you don't want them to. This includes placing it behind barricades that generate in the world to stop enemy soldiers from taking cover behind them, or inside your trench, to stop people from walking into the wrong part of it. It could even be used to create a chokepoint, if you had enough of it. More barbed wire can always be ordered and your fellow engineers might not even be using theirs. Ask for it if you want more for whatever reason.&lt;br /&gt;
&lt;br /&gt;
== 'Tools' of the Trade ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- find actual name for this '''Deployable Metal Barricades''' - --&amp;gt;&lt;br /&gt;
'''WTX Frontier Special''' - Mr. Warcrime Sr.&lt;br /&gt;
&lt;br /&gt;
The Frontier is a tube fed pump action shotgun with a 5 round capacity. Contrary to what most games would have you believe, it's quite effective at range, though good luck hitting anyone thats hunkered down although it is even better up close in the trenches. The Frontier excels in dealing damage so tedious to fix that most medics would prefer to let the victim bleed out rather than remove their 15 pieces of shrapnel. Found commonly in both oldfare and coldfare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MS Warcrime''' - Mr. Warcrime Jr.&lt;br /&gt;
&lt;br /&gt;
A very rare spawn for the engineer, the Warcrime is a magazine fed fully automatic shotgun with a 6 round capacity. Having no need to pump the shotgun between rounds, it essentially acts as a faster firing version of the Frontier, which is why it is usually only seen in coldfare, where automatic guns are far more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Engineer&amp;diff=739</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Engineer&amp;diff=739"/>
		<updated>2022-11-21T23:55:36Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: /* 'Tools' of the Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = FRONTLINE ROLE&lt;br /&gt;
|img_generic = Redhelm.png&lt;br /&gt;
|img = Engineer.png&lt;br /&gt;
|jobtitle = Engineer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Squad Leader]] and [[Captain]]&lt;br /&gt;
|duties = KILL THE ENEMY! Dig trenches and build defenses.&lt;br /&gt;
|guides = [[Getting Started]] &amp;amp; [[Trenches]]&lt;br /&gt;
|quote = &amp;quot;How do I repair someone's gun?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Digging Cover For Private Guy Sitting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shovel''' - As an engineer, your shovel is your life. Lose your shovel and you, as an engineer, are worth less than the dirt you would've been digging up with it. &lt;br /&gt;
&lt;br /&gt;
The majority of the time you will be using the shovel for two purposes: digging trenches and adding dirt mounds to the edges of said trenches. '''Right click''' on a ground tile to dig a trench and '''left click''' to dig a mound. Putting mounds on the side of trenches helps soldiers hiding in them get shot less while letting them shoot over. More rarely, you will be using your life partner to fill in trenches (right click on a trench tile) or to dig up '''disarmed''' land mines (left click). In ''dire'' circumstances, it can even be used in lieu of a club. Don't dig a straight line for trenches, not only is it easier to get sniped by also artillery can kill more people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wirecutters''' - The tool for all things sharp and/or explosive. &lt;br /&gt;
&lt;br /&gt;
The wirecutters' primary uses are to disarm mines and cut through barbed wire. Mines can be disarmed simply by left clicking on them. This can even be done while someone is standing on one, as long as they do not step off of it while you are disarming it. While it is unlikely that the mine will detonate from being defused ''by an engineer'', there is still a chance that it will trip itself in your face, mostly owing to poor moods and/or poor luck with RNG. Once a mine is disarmed, you can use a shovel on it to dig it up, in case you wanted to put a trench/dirt mound in its place. &lt;br /&gt;
&lt;br /&gt;
Barbed wire is able to be cut through by even the knife in a grunt's boots. Doing this, however, is ill advised. Cutting barbed wire has a chance to tear open one of your arteries, which can only be fixed by using the one-use tourniquet found in an IFAK or finding a medic. Instead, the engineer can cut through it with their wirecutters, which lowers the chance of it opening arteries significantly.&lt;br /&gt;
&lt;br /&gt;
Wirecutters are also useful for pulling pieces of shrapnel out of your/your teammate's body. Medics carry wirecutters for this exact reason. This process is quite painful and can make you pass out. It is still preferable to leaving the shrapnel in, which can lead to broken bones if not treated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add number of uses barbed wire has --&amp;gt;&lt;br /&gt;
'''Barbed Wire''' - The premier tool for area denial.&lt;br /&gt;
&lt;br /&gt;
A roll of barbed wire is found in your backpack, along with your IFAK, smoke grenade and metal barricades. Barbed wire looks scarier than it actually is and works best as a deterrent, best used to supplement other parts of your trench network, such as dirt mounds, corpses to catch shrapnel and adjustable metal barricades. Barbed wire is an effective way to keep an enemy soldier from going where you don't want them to. This includes placing it behind barricades that generate in the world to stop enemy soldiers from taking cover behind them, or inside your trench, to stop people from walking into the wrong part of it. It could even be used to create a chokepoint, if you had enough of it. More barbed wire can always be ordered and your fellow engineers might not even be using theirs. Ask for it if you want more for whatever reason.&lt;br /&gt;
&lt;br /&gt;
== 'Tools' of the Trade ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- find actual name for this '''Deployable Metal Barricades''' - --&amp;gt;&lt;br /&gt;
'''WTX Frontier Special''' - Mr. Warcrime Sr.&lt;br /&gt;
&lt;br /&gt;
The Frontier is a tube fed pump action shotgun with a 5 round capacity. Contrary to what most games would have you believe, it's quite effective at range, though good luck hitting anyone thats hunkered down although it is even better up close in the trenches. The Frontier excels in dealing damage so tedious to fix that most medics would prefer to let the victim bleed out rather than remove their 15 pieces of shrapnel. Found commonly in both oldfare and coldfare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MS Warcrime''' - Mr. Warcrime Jr.&lt;br /&gt;
&lt;br /&gt;
A very rare spawn for the engineer, the Warcrime is a magazine fed fully automatic shotgun with a 6 round capacity. Having no need to pump the shotgun between rounds, it essentially acts as a faster firing version of the Frontier, which is why it is usually only seen in coldfare, where automatic guns are far more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Engineer&amp;diff=738</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Engineer&amp;diff=738"/>
		<updated>2022-11-21T23:55:20Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: /* Digging Cover For Private Guy Sitting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = FRONTLINE ROLE&lt;br /&gt;
|img_generic = Redhelm.png&lt;br /&gt;
|img = Engineer.png&lt;br /&gt;
|jobtitle = Engineer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Squad Leader]] and [[Captain]]&lt;br /&gt;
|duties = KILL THE ENEMY! Dig trenches and build defenses.&lt;br /&gt;
|guides = [[Getting Started]] &amp;amp; [[Trenches]]&lt;br /&gt;
|quote = &amp;quot;How do I repair someone's gun?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Digging Cover For Private Guy Sitting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shovel''' - As an engineer, your shovel is your life. Lose your shovel and you, as an engineer, are worth less than the dirt you would've been digging up with it. &lt;br /&gt;
&lt;br /&gt;
The majority of the time you will be using the shovel for two purposes: digging trenches and adding dirt mounds to the edges of said trenches. '''Right click''' on a ground tile to dig a trench and '''left click''' to dig a mound. Putting mounds on the side of trenches helps soldiers hiding in them get shot less while letting them shoot over. More rarely, you will be using your life partner to fill in trenches (right click on a trench tile) or to dig up '''disarmed''' land mines (left click). In ''dire'' circumstances, it can even be used in lieu of a club. Don't dig a straight line for trenches, not only is it easier to get sniped by also artillery can kill more people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wirecutters''' - The tool for all things sharp and/or explosive. &lt;br /&gt;
&lt;br /&gt;
The wirecutters' primary uses are to disarm mines and cut through barbed wire. Mines can be disarmed simply by left clicking on them. This can even be done while someone is standing on one, as long as they do not step off of it while you are disarming it. While it is unlikely that the mine will detonate from being defused ''by an engineer'', there is still a chance that it will trip itself in your face, mostly owing to poor moods and/or poor luck with RNG. Once a mine is disarmed, you can use a shovel on it to dig it up, in case you wanted to put a trench/dirt mound in its place. &lt;br /&gt;
&lt;br /&gt;
Barbed wire is able to be cut through by even the knife in a grunt's boots. Doing this, however, is ill advised. Cutting barbed wire has a chance to tear open one of your arteries, which can only be fixed by using the one-use tourniquet found in an IFAK or finding a medic. Instead, the engineer can cut through it with their wirecutters, which lowers the chance of it opening arteries significantly.&lt;br /&gt;
&lt;br /&gt;
Wirecutters are also useful for pulling pieces of shrapnel out of your/your teammate's body. Medics carry wirecutters for this exact reason. This process is quite painful and can make you pass out. It is still preferable to leaving the shrapnel in, which can lead to broken bones if not treated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add number of uses barbed wire has --&amp;gt;&lt;br /&gt;
'''Barbed Wire''' - The premier tool for area denial.&lt;br /&gt;
&lt;br /&gt;
A roll of barbed wire is found in your backpack, along with your IFAK, smoke grenade and metal barricades. Barbed wire looks scarier than it actually is and works best as a deterrent, best used to supplement other parts of your trench network, such as dirt mounds, corpses to catch shrapnel and adjustable metal barricades. Barbed wire is an effective way to keep an enemy soldier from going where you don't want them to. This includes placing it behind barricades that generate in the world to stop enemy soldiers from taking cover behind them, or inside your trench, to stop people from walking into the wrong part of it. It could even be used to create a chokepoint, if you had enough of it. More barbed wire can always be ordered and your fellow engineers might not even be using theirs. Ask for it if you want more for whatever reason.&lt;br /&gt;
&lt;br /&gt;
== 'Tools' of the Trade ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- find actual name for this '''Deployable Metal Barricades''' - --&amp;gt;&lt;br /&gt;
'''WTX Frontier Special''' - Mr. Warcrime Sr.&lt;br /&gt;
&lt;br /&gt;
The Frontier is a tube fed pump action shotgun with a 5 round capacity. Contrary to what most games would have you believe, it's quite effective at range, though good luck hitting anyone thats hunkered down although it is even better up close in the trenches. The Frontier excels in dealing damage so tedious to fix that most medics would prefer to let the victim bleed out rather than remove their 15 pieces of shrapnel. Found commonly in both oldfare and coldfare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MS Warcrime''' - Mr. Warcrime Jr.&lt;br /&gt;
&lt;br /&gt;
The Warcrime is a magazine fed fully automatic shotgun with a 6 round capacity. Having no need to pump the shotgun between rounds, it essentially acts as a faster firing version of the Frontier, which is why it is usually only seen in coldfare, where automatic guns are far more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
	<entry>
		<id>http://is12wiki.xyz/index.php?title=Engineer&amp;diff=737</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://is12wiki.xyz/index.php?title=Engineer&amp;diff=737"/>
		<updated>2022-11-21T23:53:41Z</updated>

		<summary type="html">&lt;p&gt;Hatknight: /* 'Tools' of the Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|access = Anywhere you can go.&lt;br /&gt;
|stafftype = FRONTLINE ROLE&lt;br /&gt;
|img_generic = Redhelm.png&lt;br /&gt;
|img = Engineer.png&lt;br /&gt;
|jobtitle = Engineer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Squad Leader]] and [[Captain]]&lt;br /&gt;
|duties = KILL THE ENEMY! Dig trenches and build defenses.&lt;br /&gt;
|guides = [[Getting Started]] &amp;amp; [[Trenches]]&lt;br /&gt;
|quote = &amp;quot;How do I repair someone's gun?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Digging Cover For Private Guy Sitting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shovel''' - As an engineer, your shovel is your life. Lose your shovel and you, as an engineer, are worth less than the dirt you would've been digging up with it. &lt;br /&gt;
&lt;br /&gt;
The majority of the time you will be using the shovel for two purposes: digging trenches and adding dirt mounds to the edges of said trenches. '''Right click''' on a ground tile to dig a trench and '''left click''' to dig a mound. Putting mounds on the side of trenches helps soldiers hiding in them get shot less while letting them shoot over. More rarely, you will be using your life partner to fill in trenches (right click on a trench tile) or to dig up '''disarmed''' land mines (left click). In ''dire'' circumstances, it can even be used in lieu of a club. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wirecutters''' - The tool for all things sharp and/or explosive. &lt;br /&gt;
&lt;br /&gt;
The wirecutters' primary uses are to disarm mines and cut through barbed wire. Mines can be disarmed simply by left clicking on them. This can even be done while someone is standing on one, as long as they do not step off of it while you are disarming it. While it is unlikely that the mine will detonate from being defused ''by an engineer'', there is still a chance that it will trip itself in your face, mostly owing to poor moods and/or poor luck with RNG. Once a mine is disarmed, you can use a shovel on it to dig it up, in case you wanted to put a trench/dirt mound in its place. &lt;br /&gt;
&lt;br /&gt;
Barbed wire is able to be cut through by even the knife in a grunt's boots. Doing this, however, is ill advised. Cutting barbed wire has a chance to tear open one of your arteries, which can only be fixed by using the one-use tourniquet found in an IFAK or finding a medic. Instead, the engineer can cut through it with their wirecutters, which lowers the chance of it opening arteries significantly.&lt;br /&gt;
&lt;br /&gt;
Wirecutters are also useful for pulling pieces of shrapnel out of your/your teammate's body. Medics carry wirecutters for this exact reason. This process is quite painful and can make you pass out. It is still preferable to leaving the shrapnel in, which can lead to broken bones if not treated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add number of uses barbed wire has --&amp;gt;&lt;br /&gt;
'''Barbed Wire''' - The premier tool for area denial.&lt;br /&gt;
&lt;br /&gt;
A roll of barbed wire is found in your backpack, along with your IFAK, smoke grenade and metal barricades. Barbed wire looks scarier than it actually is and works best as a deterrent, best used to supplement other parts of your trench network, such as dirt mounds, corpses to catch shrapnel and adjustable metal barricades. Barbed wire is an effective way to keep an enemy soldier from going where you don't want them to. This includes placing it behind barricades that generate in the world to stop enemy soldiers from taking cover behind them, or inside your trench, to stop people from walking into the wrong part of it. It could even be used to create a chokepoint, if you had enough of it. More barbed wire can always be ordered and your fellow engineers might not even be using theirs. Ask for it if you want more for whatever reason.&lt;br /&gt;
&lt;br /&gt;
== 'Tools' of the Trade ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- find actual name for this '''Deployable Metal Barricades''' - --&amp;gt;&lt;br /&gt;
'''WTX Frontier Special''' - Mr. Warcrime Sr.&lt;br /&gt;
&lt;br /&gt;
The Frontier is a tube fed pump action shotgun with a 5 round capacity. Contrary to what most games would have you believe, it's quite effective at range, though good luck hitting anyone thats hunkered down although it is even better up close in the trenches. The Frontier excels in dealing damage so tedious to fix that most medics would prefer to let the victim bleed out rather than remove their 15 pieces of shrapnel. Found commonly in both oldfare and coldfare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MS Warcrime''' - Mr. Warcrime Jr.&lt;br /&gt;
&lt;br /&gt;
The Warcrime is a magazine fed fully automatic shotgun with a 6 round capacity. Having no need to pump the shotgun between rounds, it essentially acts as a faster firing version of the Frontier, which is why it is usually only seen in coldfare, where automatic guns are far more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>Hatknight</name></author>
		
	</entry>
</feed>