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https://www.mediawiki.org/wiki/Manual:Purge | https://www.mediawiki.org/wiki/Manual:Purge | ||
− | < | + | ==Body types== |
− | + | <div><li style="display: inline-table;"> | |
− | + | {| {{STDT| sortable c_08 text-center}} | |
− | {| {{STDT| sortable | + | ! Body Part Name !! Health (× Health Scale) !! Quantity !! Coverage (per part)<ref name="coverage">Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref> !! Group !! Function !! Effect if Destroyed/Removed |
− | ! | + | |- |
− | |- | + | ! [[#Body Rings|First Body Ring]] |
− | ! | + | | 200 || | 1 || | ? || | Core Part || | Functioning in general || | Machine Failure |
− | + | |- | |
− | | | | + | ! [[#Mechanical Head|Mechanical Head]] |
− | + | | 60 || | 1 || | 8.0% || | Head || | Houses Artificial Brain, Sensors || | Machine Failure | |
− | [ | + | |- |
− | | | + | ! [[#Artificial Brain|Artificial Brain]] |
− | + | | 60 || | 1 || | 20% || | Inside Head || | Data processing || | Machine Failure | |
− | + | |- | |
− | + | ! [[#Sensors|Sight Sensor]] | |
− | + | | 20 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness | |
− | + | |- | |
− | | | + | ! [[#Sensors|Hearing Sensor]] |
− | + | | 20 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness | |
− | + | |- | |
− | | | + | ! [[#Sensors|Smell Sensor]] |
− | | | + | | 20 || | 1 || | 10% || | Head || | - || | - |
− | | | + | |- |
− | | | + | ! [[#Body Rings|Second Body Ring]] |
− | | | + | | 170 || | 1 || | 75% || | Inside first ring || | Moving, Manipulation || | Loss of moving/manipulation ability |
− | | | + | |- |
− | | | + | ! [[#Body Rings|Third Body Ring]] |
− | | | + | | 140 || | 1 || | 80% || | Inside second ring || | Moving, Manipulation || | Loss of moving/manipulation ability |
− | | | ||
|- | |- | ||
− | ! | + | ! [[#Body Rings|Fourth Body Ring]] |
− | + | | 110 || | 1 || | 75% || | Inside third ring || | Moving, Manipulation || | Loss of moving/manipulation ability | |
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− | ! | + | ! [[#Body Rings|Fifth Body Ring]] |
− | + | | 80 || | 1 || | 66% || | Inside fourth ring || | Moving, Manipulation || | Loss of moving/manipulation ability | |
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+ | ! [[#Body Rings|Sixth Body Ring]] | ||
+ | | 200 || | 1 || | 50% || | Inside fifth ring || | Moving, Manipulation || | Loss of moving/manipulation ability | ||
|} | |} | ||
+ | </li><div> | ||
+ | <references/> | ||
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− | + | {| {{STDT| sortable c_08 text-center}} | |
− | {{# | + | ! Body Part Name !! Health !! Quantity !! Coverage (per part)<ref>Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref> !! Hit Chance<ref>Hit Chance is the actual chance for each part to be hit when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be hit).</ref> !! Group !! Function / Required for following System !! Effect if Destroyed/Removed !! Part Index <ref>Part Index is Left, Right.</ref> |
− | + | |- | |
− | + | ![[#Torso|Torso]] | |
− | + | | 40 || 1 || - || 40.5% || Core Part<ref>This is the part that everything else connects to to be considered 'connected'.</ref> || Living in general || Death || 0 | |
− | < | + | |- |
− | + | ![[#Neck|Neck]] | |
− | + | | 25 || 1 || 7.5% || 1.5% || Part of Torso || Breathing, Eating, Talking || Death || 12 | |
− | + | |- | |
− | + | ![[#Head|Head]] | |
− | </ | + | | 25 || 1 || 80% || 2.82% || Part of Neck || Houses Skull, Eyes, Ears, Nose, Jaw || Death || 13 |
− | + | |- | |
− | + | ![[#Skull|Skull]] | |
− | + | | 25 || 1 || 18.0% || 0.5076% || Inside Head || Houses Brain || Causes increasing Pain<ref>Pain causes increasingly higher Consciousness debuffs, which reduces Moving, Manipulation, Talking and Eating by an equal percentage.</ref> based on damage taken. Cannot be destroyed || 14 | |
− | + | |- | |
− | + | ![[#Brain|Brain]] | |
− | + | | 10 || 1 || 80.0% || 0.40608% || Inside Skull || Consciousness, Sight, Hearing, Moving, Manipulation || Death || 15 | |
− | + | |- | |
− | + | ![[#Eye|Eye]] | |
− | + | | 10 || 2 || 7.0% || 0.42% || Part of Head || Sight || -25% Sight. -100% if both lost. -15 Disfigured Social penalty || 16, 17 | |
− | + | |- | |
− | + | ![[#Ear|Ear]] | |
− | + | | 12 || 2 || 7.0% || 0.42% || Part of Head || Hearing || -25% Hearing. -100% if both lost. -15 Disfigured Social penalty || 18, 19 | |
− | + | |- | |
− | + | ![[#Nose|Nose]] | |
− | + | | 10 || 1 || 10.0% || 0.6% || Part of Head || S'melon || -15 Disfigured Social penalty || 20 | |
− | + | |- | |
− | + | ![[#Jaw|Jaw]] | |
− | + | | 20 || 1 || 15.0% || 0.9% || Part of Head || Eating, Talking || -100% Talking and -90% Eating<ref>A jaw can be replaced by installing a denture. A denture requires no materials other than medicine.</ref> || 21 | |
− | + | |- | |
− | + | ![[#Tongue|Tongue]] | |
− | + | | 0<ref>This part has no coverage and cannot be damaged.</ref> || 1 || 0% || 0% || Part of Head || Eating, Talking || N/A || 22 | |
− | + | |- | |
− | + | ![[#Utility Slot|Utility Slot]] | |
− | + | | 0 || 1 || 0% || 0% || Inside Torso || None<ref>This part serves no function except as a place to wear belts on.</ref> || N/A || 45 | |
− | + | |- | |
− | + | ![[#Spine|Spine]] | |
− | + | | 25 || 1 || 2.5% || 1.0125% || Inside Torso || Moving, Manipulation || -100% Moving<ref>If Moving drops below 16% a pawn cannot move. A pawn that cannot move cannot work.</ref> || data-sort-value="04"|4 | |
− | + | |- | |
− | + | ![[#Ribcage|Ribcage]] | |
− | + | | 30 || 1 || 3.6% || 1.458% || Inside Torso || Breathing || Up to -48% Breathing<ref>Every 1% of Breathing lost reduces Consciousness and Moving by 0.2%; however, the penalties are multiplicative so a 10% penalty to both(I.E. Lung lost) only reduces Moving by 19%.</ref> and increasing Pain based on damage. Cannot be destroyed || data-sort-value="01"|1 | |
− | + | |- | |
− | + | ![[#Sternum|Sternum]] | |
− | + | | 20 || 1 || 1.5% || 0.6075% || Inside Torso || Breathing || Up to -48% Breathing and increasing Pain based on damage. Cannot be destroyed || data-sort-value="02"|2 | |
− | + | |- | |
− | + | ![[#Heart|Heart]] | |
− | + | | 15 || 1 || 1.5% || 0.81% || Inside Torso || Blood Pumping || Death || data-sort-value="06"|6 | |
− | -- | + | |- |
− | + | ![[#Lung|Lung]] | |
− | + | | 15 || 2 || 2.5% || 1.0125% || Inside Torso || Breathing || -50% Breathing. Death if both lost || data-sort-value="07"|7, 8 | |
− | + | |- | |
− | ! | + | ![[#Stomach|Stomach]] |
+ | | 20 || 1 || 2.5% || 1.0125% || Inside Torso || Metabolism || -50% Metabolism<ref>Every 1% of Metabolism lost reduces Rest Rate Multiplier by 0.3%.</ref> || data-sort-value="05"|5 | ||
+ | |- | ||
+ | ![[#Liver|Liver]] | ||
+ | | 20 || 1 || 2.5% || 1.0125% || Inside Torso || Metabolism || Death || 11 | ||
+ | |- | ||
+ | ![[#Kidney|Kidney]] | ||
+ | | 15 || 2 || 1.7% || 0.6885% || Inside Torso || Blood Filtration || -50% Blood Filtration.<ref>Every 1% of Blood Filtration lost reduces Consciousness by 0.1% and Immunity Gain Speed by 0.5%.</ref> Death if both lost || data-sort-value="09"|9, 10 | ||
+ | |- | ||
+ | ![[#Shoulder|Shoulder]] | ||
+ | | 30 || 2 || 12.0% || 2.76% || Part of Torso || Manipulation || -50% Manipulation. -100% if both lost || 23, 34 | ||
+ | |- | ||
+ | ![[#Arm|Arm]] | ||
+ | | 30 || 2 || 77.0% || 7.9464% || Shoulder || Manipulation || -50% Manipulation. -100% if both lost || 25, 36 | ||
+ | |- | ||
+ | ![[#Clavicle|Clavicle]] | ||
+ | | 25 || 2 || 9% || 3.645% || Inside Torso || Manipulation || Up to -48% Manipulation and increasing Pain based on damage taken. Cannot be destroyed || 24, 35 | ||
+ | |- | ||
+ | ![[#Humerus|Humerus]] | ||
+ | | 25 || 2 || 10.0% || 0.79464% || Inside Arm || Manipulation || -50% Manipulation. -100% if both lost || 26, 37 | ||
+ | |- | ||
+ | ![[#Radius|Radius]] | ||
+ | | 20 || 2 || 10.0% || 0.79464% || Inside Arm || Manipulation || -50% Manipulation. -100% if both lost || 27, 38 | ||
+ | |- | ||
+ | ![[#Hand|Hand]] | ||
+ | | 20 || 2 || 14.0% || 0.8279% || Arm || Manipulation || -50% Manipulation. -100% if both lost || 28, 39 | ||
+ | |- | ||
+ | ![[#Pinky Finger|Pinky Finger]] | ||
+ | | 8 || 2 || 6.0% || 0.077616% || Hand || Manipulation || -8% Manipulation. -16% if both lost || 29, 40 | ||
+ | |- | ||
+ | ![[#Ring Finger|Ring Finger]] | ||
+ | | 8 || 2 || 7.0% || 0.090552% || Hand || Manipulation || -8% Manipulation. -16% if both lost || 30, 41 | ||
+ | |- | ||
+ | ![[#Middle Finger|Middle Finger]] | ||
+ | | 8 || 2 || 8.0% || 0.103488% || Hand || Manipulation || -8% Manipulation. -16% if both lost || 31, 42 | ||
+ | |- | ||
+ | ![[#Index Finger|Index Finger]] | ||
+ | | 8 || 2 || 7.0% || 0.090552% || Hand || Manipulation || -8% Manipulation. -16% if both lost || 32, 43 | ||
+ | |- | ||
+ | ![[#Thumb|Thumb]] | ||
+ | | 8 || 2 || 8.0% || 0.103488% || Hand || Manipulation || -8% Manipulation. -16% if both lost || 33, 44 | ||
+ | |- | ||
+ | ![[#Pelvis|Pelvis]] | ||
+ | | 25 || 1 || 2.5% || 1.0125% || Inside Torso || Moving || Up to -96% Moving and increasing Pain based on damage taken. Cannot be destroyed || data-sort-value="03"|3 | ||
+ | |- | ||
+ | ![[#Leg|Leg]] | ||
+ | | 30 || 2 || 14.0% || 12.6% || Part of Torso || Moving || -50% Moving. -100% if both lost || 46, 55 | ||
+ | |- | ||
+ | ![[#Femur|Femur]] | ||
+ | | 25 || 2 || 10.0% || 1.26% || Inside Leg || Moving || -50% Moving. -100% if both lost || 47, 56 | ||
+ | |- | ||
+ | ![[#Tibia|Tibia]] | ||
+ | | 25 || 2 || 10.0% || 1.26% || Inside Leg || Moving || -50% Moving. -100% if both lost || 48, 57 | ||
+ | |- | ||
+ | ![[#Foot|Foot]] | ||
+ | | 25 || 2 || 10.0% || 0.854% || Leg || Moving || -50% Moving. -100% if both lost || 49, 58 | ||
+ | |- | ||
+ | ![[#Little Toe|Little Toe]] | ||
+ | | 8 || 2 || 6.0% || 0.084% || Foot || Moving || -4% Moving. -8% if both lost || 50, 59 | ||
+ | |- | ||
+ | ![[#Fourth Toe|Fourth Toe]] | ||
+ | | 8 || 2 || 7.0% || 0.098% || Foot || Moving || -4% Moving. -8% if both lost || 51, 60 | ||
|- | |- | ||
− | ! | + | ![[#Middle Toe|Middle Toe]] |
− | | | + | | 8 || 2 || 8.0% || 0.112% || Foot || Moving || -4% Moving. -8% if both lost || 52, 61 |
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− | + | ![[#Second Toe|Second Toe]] | |
− | + | | 8 || 2 || 9.0% || 0.126% || Foot || Moving || -4% Moving. -8% if both lost || 53, 62 | |
− | ! [[ | ||
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|- | |- | ||
− | + | ![[#Big Toe|Big Toe]] | |
− | + | | 8 || 2 || 9.0% || 0.126% || Foot || Moving || -4% Moving. -8% if both lost || 54, 63 | |
− | ! | ||
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+ | |} | ||
+ | == Animal infobox builder test == | ||
+ | {{#invoke:DefInfo|query|Races|Hare|description}} | ||
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− | + | Questions for Dr Strangelove: | |
− | + | *How would I go about getting the AnimalAdult number from lifeStageAges | |
− | + | *How do I get all the different attacks when they're not numbered? Both how do I test for their existiance and then how do I get the data from it. | |
− | + | *How do I get litter size? | |
− | + | *tradeTags returns as table? | |
− | + | Questions for me: | |
+ | *How do I convert diet into wiki legible - just use a switch? | ||
+ | *Even if I get litter size, how do I convert it to wiki readable? Take the largest value, check if its equal to the round 0 version of itself, and then if it isn't +1? | ||
+ | {{#vardefine: animalName | Rhinoceros}} | ||
+ | <nowiki>{{infobox main|animal|</nowiki> | ||
− | + | |name = {{#var: animalName}} | |
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+ | |image = Rhinoceros.png | ||
− | + | |description = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|description}} | |
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− | + | |type = Animals | |
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+ | |type2 = Wild | ||
− | + | |bodysize = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}} | |
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+ | |healthscale = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseHealthScale}} | ||
− | + | |movespeed = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|MoveSpeed}} | |
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+ | |attack1dmg = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}} | ||
− | + | |attack1type = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}} | |
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+ | |attack1part = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}} | ||
− | + | |attack1cool = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}} | |
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+ | |attack2dmg = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}} | ||
− | + | |attack2type = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}} | |
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+ | |attack2part = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}} | ||
− | + | |attack2cool = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}} | |
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+ | |leathername = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|leatherDef}} | ||
− | + | |leatheryield = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|LeatherAmount}} | |
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+ | |manhunter = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|manhunterOnDamageChance}} | ||
− | + | |manhuntertame = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|manhunterOnTameFailChance}} | |
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+ | |hungerrate = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseHungerRate}} | ||
− | + | |diet = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|foodType}} | |
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+ | |trainable = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|trainability}} | ||
− | + | |wildness = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|wildness}} | |
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+ | |gestation = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|gestationPeriodDays}} | ||
− | + | |offspring = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|litterSizeCurve}} | |
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+ | |maturityage = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|lifeStageAges}} | ||
− | + | |marketvalue = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|MarketValue}} | |
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+ | |lifespan = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|lifeExpectancy}} | ||
− | + | |massadult = {{#expr: {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}*60}} | |
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− | + | |min comfortable temperature = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|ComfyTemperatureMin}} | |
− | | | + | |max comfortable temperature = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|ComfyTemperatureMax}} |
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+ | |tradeTags = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|tradeTags}} | ||
− | + | |page verified for version = {{Current Version}} | |
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− | + | }} | |
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==Loop== | ==Loop== | ||
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== remove linkng== | == remove linkng== | ||
− | {{#vardefine:linkingtest | [[ | + | {{#vardefine:linkingtest | [[100]] }} |
{{#var:linkingtest}} | {{#var:linkingtest}} | ||
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{{#replace:{{#explode:{{#var:linkingtest}}|{{!}}|1}}|]|}} | {{#replace:{{#explode:{{#var:linkingtest}}|{{!}}|1}}|]|}} | ||
− | {{#replace:{{#explode: [[ | + | {{#replace:{{#explode: [[100]] |{{!}}|1}}|]|}} |
==MBOX== | ==MBOX== | ||
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*[[Persona plasmasword|{{#ifexist:Persona plasmasword|<span style="color:FFEE1D;">This page exists.</span>|This page does not exist.}}]] | *[[Persona plasmasword|{{#ifexist:Persona plasmasword|<span style="color:FFEE1D;">This page exists.</span>|This page does not exist.}}]] | ||
− | *[[ | + | *[[Persona fishstick|{{#ifexist:Persona fishstick|<span style="color:FFEE1D;">This page exists.</span>|This page does not exist.}}]] |
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==Weapon Table== | ==Weapon Table== | ||
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| {{Q|{{#var:currentweapon|}}|Market Value Base}} | | {{Q|{{#var:currentweapon|}}|Market Value Base}} | ||
|- | |- | ||
− | + | }} | |
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==Asks== | ==Asks== | ||
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− | + | {{#ask: [[Resource 1::+]] | |
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− | {{#ask: [[Resource 1: | ||
| ?Required Research | | ?Required Research | ||
| ?Type | | ?Type | ||
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}} | }} | ||
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{{#if: {{#pos: {{Q|Corset|Category}} | Royalty}}| {{Check}} | {{Cross}} }} | {{#if: {{#pos: {{Q|Corset|Category}} | Royalty}}| {{Check}} | {{Cross}} }} | ||
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<div style='-webkit-column-count: {{{columns|1}}}; -moz-column-count: {{{columns|1}}}; column-count: {{{columns|1}}}'> | <div style='-webkit-column-count: {{{columns|1}}}; -moz-column-count: {{{columns|1}}}; column-count: {{{columns|1}}}'> | ||
{{#ask: | {{#ask: | ||
− | [[Name::~*econ*]] OR [[Name::~*ataphract*]] | + | [[Name::~*econ*]] OR [[Name::~*ataphract*]] or [[Name::~*arine*]] |
− | + | {{{query|}}} | |
| ?# = Name | | ?# = Name | ||
| ?Image | | ?Image | ||
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*'''All items of Excellent Quality:''' Marine armor is significant superior to a devilstrand duster and flak vest and superior to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game. | *'''All items of Excellent Quality:''' Marine armor is significant superior to a devilstrand duster and flak vest and superior to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game. | ||
*'''All items of Masterwork or Legendary Quality:''' Marine armor is significant superior to a devilstrand, hyperweave and thrumbofur duster and flak pairings for all weapons in the game. | *'''All items of Masterwork or Legendary Quality:''' Marine armor is significant superior to a devilstrand, hyperweave and thrumbofur duster and flak pairings for all weapons in the game. | ||
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<noinclude>[[Category: Harakoni page]]</noinclude> | <noinclude>[[Category: Harakoni page]]</noinclude> | ||
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