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	<id>https://sunrust.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Slivovitz</id>
	<title>Sunrust Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://sunrust.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Slivovitz"/>
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	<updated>2026-04-17T00:52:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Guns&amp;diff=661</id>
		<title>Guns</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Guns&amp;diff=661"/>
		<updated>2019-11-26T21:19:07Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: tier 2, full weapon names, variants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guns]]&lt;br /&gt;
&lt;br /&gt;
== List of [[Guns]] ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 ===&lt;br /&gt;
&lt;br /&gt;
* [['Battleaxe' Pistol]]&lt;br /&gt;
** [[Daggeraxe]]&lt;br /&gt;
* [['Blareduct' Zip Gun]]&lt;br /&gt;
** [[Cinderrod]]&lt;br /&gt;
* [['Blaster' Shotgun]]&lt;br /&gt;
** [[Slug]]&lt;br /&gt;
** [[Buster]]&lt;br /&gt;
* [['Carrion' Mine Layer]]&lt;br /&gt;
** [[Sparkler]]&lt;br /&gt;
* [['Crackler' Assault Rifle]]&lt;br /&gt;
** [[Combat]]&lt;br /&gt;
** [[Twin]]&lt;br /&gt;
* [['Douser' Chemical Pistol]]&lt;br /&gt;
** [[Splitter]]&lt;br /&gt;
* [['Owens' Handgun]]&lt;br /&gt;
** [[Jay]]&lt;br /&gt;
** [[Evans]]&lt;br /&gt;
* [['Peashooter' Handgun]]&lt;br /&gt;
** [[Auto]]&lt;br /&gt;
* [['Slinger' Bolt Pistol]]&lt;br /&gt;
** [[Darter]]&lt;br /&gt;
** [[Hurler]]&lt;br /&gt;
* [['Stubber' Rifle]]&lt;br /&gt;
** [[Prodder]]&lt;br /&gt;
** [[Two-Touch]]&lt;br /&gt;
* [['Tosser' SMG]]&lt;br /&gt;
** [[Burst]]&lt;br /&gt;
* [['Z9000' Pulse Pistol]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 ===&lt;br /&gt;
&lt;br /&gt;
* [['Amigo' Assault Rifle]] &lt;br /&gt;
** [[Commando]]&lt;br /&gt;
** [[Horizon]]&lt;br /&gt;
* [['Anabelle' Rifle]]&lt;br /&gt;
** [[Birdshot]]&lt;br /&gt;
* [['Crossfire' Glock]]&lt;br /&gt;
** [['Collider]]&lt;br /&gt;
** [[Waraxe]]&lt;br /&gt;
* [['Eraser' Tactical Pistol]] &lt;br /&gt;
** [[Cleanser]]&lt;br /&gt;
** [[SOCOM]]&lt;br /&gt;
* [['Hurricane' Pulse SMG]]&lt;br /&gt;
** [[Typhoon]]&lt;br /&gt;
** [[Monsoon]]&lt;br /&gt;
* [['Inquisitor' Crossbow]]&lt;br /&gt;
** [[Absolver]]&lt;br /&gt;
* [['Nemesis' Semi-Auto Rifle]] &lt;br /&gt;
* [['Nova Blaster' Pulse Pistol]]&lt;br /&gt;
** [[Helix]]&lt;br /&gt;
* [['Richochet' Magnum]]&lt;br /&gt;
** [[Whiplash]]&lt;br /&gt;
** [[Blue Orchid]]&lt;br /&gt;
* [['Splinter' Sawed-Off Shotgun]]&lt;br /&gt;
** [[Slug]]&lt;br /&gt;
** [[Ruster]]&lt;br /&gt;
* [['Sprayer' Uzi]] &lt;br /&gt;
** [[Recycler]]&lt;br /&gt;
** [[Whirlwind]]&lt;br /&gt;
** [[Galestorm]]&lt;br /&gt;
* [['Stabber' M1 Garand]]&lt;br /&gt;
** [[Puncture]]&lt;br /&gt;
* [['Sunder' Shotgun]]&lt;br /&gt;
** [[Fracture]]&lt;br /&gt;
** [[Quake]]&lt;br /&gt;
* [['Thumper' Grenade Launcher]] &lt;br /&gt;
** [[Flaremast]]&lt;br /&gt;
* [['Virulence' Chemical Rifle]] &lt;br /&gt;
** [[Hemophage]]&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=657</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=657"/>
		<updated>2019-10-31T04:24:33Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
Archived: http://archive.is/hUJNg&lt;br /&gt;
&lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is an essential aspect of the survival for the human team. A well-constructed barricade protects humans from zombie attacks while allowing the humans to attack zombies. As the zombie count increases and as stronger classes begin to unlock, the chances of survival without a barricade are close to zero.&lt;br /&gt;
&lt;br /&gt;
There is an incredible amount of variety and diversity when it comes to barricades:&lt;br /&gt;
&lt;br /&gt;
*In Zombie Survival there are over 700 maps available.&lt;br /&gt;
*In each map there are multiple spots for barricades, each with their own advantages and disadvantages.&lt;br /&gt;
*The number of props on the maps that you can use for barricading ranges from a few dozen to a few hundred.&lt;br /&gt;
*The total number of props in the game is about 3000, not including custom props.&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” for a barricade. On some maps with a large number of props, you can build a thousand different barricades, changing props as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
This is not a disadvantage of this gamemode. Instead, this is one of its main advantages. You have virtually no limitations in terms of complexity and design, and the structure of a barricade is up to you. However, there are still basic principles and rules that distinguish a bad, useless barricade from a good one.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
;Barricade&lt;br /&gt;
: Any number of props nailed to a surface by a Carpenter’s Hammer which block a path for zombies.&lt;br /&gt;
: Shortened to &amp;quot;cade&amp;quot; most of the time.&lt;br /&gt;
;Shitcade&lt;br /&gt;
: A kind of cade that has no practical use for a human team and which, accordingly, facilitates the task for the zombie team. In other words, a badly constructed cade.&lt;br /&gt;
;Prop&lt;br /&gt;
: Any physical object/subject that can be nailed with a hammer.&lt;br /&gt;
;Hammer&lt;br /&gt;
: The main tool needed to nail and repair props.&lt;br /&gt;
;Nail&lt;br /&gt;
: The only consumable material (ammo) that the hammer uses to nail and/or to increase the health of the prop. Up to 4 nails can be in any prop before said prop no longer gets bonuses from having extra nails.&lt;br /&gt;
;HP&lt;br /&gt;
: Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity, be it a human, zombie, nest, brush, deployable, prop, etc.&lt;br /&gt;
;Deployable&lt;br /&gt;
: Deployables are items that can be placed in the world. Deployables can be rotated RMB before they are placed. Deployables have HP, and they will be destroyed if they take enough damage from zombies. They can also be repaired using a mechanic's wrench. Humans will not collide with deployables, but zombies will. Props may also be nailed to deployables.&lt;br /&gt;
&lt;br /&gt;
== Prop Basics ==&lt;br /&gt;
*There are two types of Prop HP - Main HP and Repair HP.&lt;br /&gt;
*Main HP represents the amount of damage a prop can take before it breaks. If main HP reaches zero, this prop will break. &lt;br /&gt;
**The digit on the left displays the current main HP, the digit on the right is the maximum main HP. When a prop takes damage from a zombie, the digit on the left will begin to decrease. &lt;br /&gt;
**Remaining and maximum main HP can be quickly gauged by looking at the lowest bar. This bar will change color from green, to yellow, to red as it shortens.&lt;br /&gt;
*Repair HP represents the amount of HP that this prop can be repaired for.&lt;br /&gt;
**The blue bar is a representation of the repair HP left. As the prop is repaired, this bar will shorten in length. Once the bar is gone, the prop cannot be repaired anymore. &lt;br /&gt;
*The number in the parentheses is the amount of nails in the prop. When more nails are used on a prop the maximum main HP will increase. This works for up to 4 nails.&lt;br /&gt;
*Prop types can be divided into two main categories - Small and Large&lt;br /&gt;
**Small props have little main and repair HP, they are small in size and players can move at near-full speed when carrying them.&lt;br /&gt;
**Large props have much more main and repair HP, they take up a lot of space and slow players down significantly when being carried.&lt;br /&gt;
**The size of a prop does not determine whether a prop is considered &amp;quot;small&amp;quot; or &amp;quot;large&amp;quot;. Harpoons, for instance, are small in size but have a lot of HP and a slow carrying speed.&lt;br /&gt;
&lt;br /&gt;
== Barricading Skills == &amp;lt;!-- More detailed descriptions are needed and I think I might've missed a skill or two, I don't have the exact numbers memorized. Also keep in mind that this will likely change when the skill update releases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu.&lt;br /&gt;
&lt;br /&gt;
;Handy I-V&lt;br /&gt;
: +Increases repair rate.&lt;br /&gt;
;Hammer Discipline&lt;br /&gt;
: +20% faster swing speed with a hammer.&lt;br /&gt;
;Prying Hammer&lt;br /&gt;
: +Press reload on doors to deal significant damage too them&lt;br /&gt;
;Precision Repairs&lt;br /&gt;
: +Repairing specific spots doubles repair rate and increases reinforcement time by 50%.&lt;br /&gt;
: -15% slower swing speed with a hammer.&lt;br /&gt;
;Scheduling &lt;br /&gt;
: +Props not nailed this wave repair faster.&lt;br /&gt;
: -Props nailed this wave repair slower.&lt;br /&gt;
&lt;br /&gt;
=== Barricade Expert === &lt;br /&gt;
Barricade Expert is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting|remort]]&lt;br /&gt;
&lt;br /&gt;
With this skill you will be able to unnail other people's props without losing 3 points. Players who do not have this skill will not be able to unnail your props. The purpose of this skill is to protect your props from sabotage by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
Once this skill is unlocked, props you nail will have a special padlock icon with a color that matches the color of your remort tier. Remort tiers are divided into groups according to colors. Members of the same remort tier can unnail each other's props, but they will incur a point penalty. &amp;lt;!-- fact check this please, i think this changed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barricading Guide ==&lt;br /&gt;
&lt;br /&gt;
''It is also worth noting that as a beginner, it is extremely hard to cope with all the variety. People make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay. It is best to learn from the barricades of players that are more experienced,nrepeat them in single-player, and then build them on the server.''&lt;br /&gt;
&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Imgur Album ==&lt;br /&gt;
This album contains pictures of good cades you should try to imitate, from many different servers. &lt;br /&gt;
https://imgur.com/a/h57NZGV&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=656</id>
		<title>Being a Zombie</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=656"/>
		<updated>2019-10-31T04:13:31Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: replaced funny joke page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Objective===&lt;br /&gt;
Zombies win the round by killing all humans. When a human dies, they become a zombie. Zombies lose the round if any humans escape.&lt;br /&gt;
&lt;br /&gt;
==Starting Zombies==&lt;br /&gt;
The humans furthest from a sigil, or closest to a zombie spawn if no sigils are present, will become zombies. The percentage of humans that become zombies varies by map, but is usually between 6-12%.&lt;br /&gt;
&lt;br /&gt;
==Redeeming==&lt;br /&gt;
Once a player has become a zombie, they can only become a human again through redeeming. If a zombie kills enough humans, they will redeem and become a human themselves. A zombie will need 3 kills to redeem on waves 1-2 and 4 kills on waves 4-5. &amp;lt;br&amp;gt; Zombies cannot redeem while playing as a boss zombie. Kills acquired as a boss zombie will count towards the quota, but another kill as a non-boss zombie is needed to redeem. &amp;lt;br&amp;gt;Zombies cannot redeem on wave 6.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Press F3 to bring up the class selection menu. Zombie classes are divided into three types: destruction, support, and assault. &amp;lt;br&amp;gt; Destruction-type zombies specialize in destroying barricades. Support-type zombies specialize in strengthening other zombies or weakening humans. Assault-type zombies specialize in killing humans, usually those not inside a barricade.&lt;br /&gt;
&lt;br /&gt;
==Bosses and Demibosses==&lt;br /&gt;
A boss zombie will spawn 5 seconds before the start of wave 2 and onward. Boss zombies have a high health pool, ranging anywhere from 2000-6000 HP, and various abilities exclusive to them. &amp;lt;br&amp;gt; Demiboss zombies are in between normal zombies and boss zombies. They unlock on wave 2. Most demiboss zombies are weaker versions of boss zombies. They have a moderate health pool, ranging anywhere from 1000-3000 HP. &lt;br /&gt;
&lt;br /&gt;
==Obtaining Boss and Demiboss==&lt;br /&gt;
Zombies which perform well are awarded with boss or demiboss. &amp;lt;br&amp;gt; 100% of human damage and 25% of barricade damage are used in determining who will be the next boss zombie. Zombies that have already played as a boss are less likely to be selected again as they require additional damage in order to outrank their competitors. &amp;lt;br&amp;gt; Demiboss is obtained by damaging barricades, humans, and sigils. When any of these entities are damaged, a demiboss meter will begin to fill up. Once this meter is full, a zombie can press F2 to become a demiboss. This will instantly kill the zombie, unless they happen to be a boss, and set their next spawn to whichever demiboss class they have selected. Pressing F2 again before the zombie respawns will stop them from spawning as a demiboss and retain their demiboss progress. The demiboss meter will fill up at faster or slower rates depending on whether zombies are currently losing or winning, respectively. &lt;br /&gt;
&lt;br /&gt;
==Nests==&lt;br /&gt;
Nests are zombie spawnpoints that have been built by the zombie team. Zombies will automatically attempt to spawn at the nest closest to humans, but zombies can manually spawn at any nest by holding ALT and clicking on a name. Zombies can &amp;quot;lock&amp;quot; their spawn to a specific nest by holding ALT and clicking the lock icon next to a nest name.  The flesh creeper/weaver, a normal zombie, can construct nests by holding RMB at any spot on the map. Bonemesh, a boss zombie, can throw nests on the ground by pressing RELOAD. Nests can be destroyed by pressing LMB on them as a flesh creeper/weaver. Humans can also destroy nests. Nests cannot be placed too close to humans or uncorrupted sigils and require enough space to spawn a zombie. &lt;br /&gt;
=====Brood Nests=====&lt;br /&gt;
Brood nests are a type of nest created by the Brood Queen. Unlike regular nests, brood nests may be placed on walls and ceilings. The only zombie which may spawn from a brood nest is a Broodling. A broodling is a small headcrab that does not collide with humans. Zombies will not spawn at brood nests by default, they must be manually spawned at by using the ALT menu.&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=655</id>
		<title>Being a Zombie</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Being_a_Zombie&amp;diff=655"/>
		<updated>2019-10-30T13:21:08Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: garbage page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Description&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=654</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=654"/>
		<updated>2019-10-30T13:19:59Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: remove unneeded stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
Archived: http://archive.is/hUJNg&lt;br /&gt;
&lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is an essential aspect of the survival for the human team. A well-constructed barricade protects humans from zombie attacks while allowing the humans to attack zombies. As the zombie count increases and as stronger classes begin to unlock, the chances of survival without a barricade are close to zero.&lt;br /&gt;
&lt;br /&gt;
There is an incredible amount of variety and diversity when it comes to barricades:&lt;br /&gt;
&lt;br /&gt;
*In Zombie Survival there are over 700 maps available&lt;br /&gt;
*In each map there are usually multiple spots for barricades, each with their own (dis)advantages.&lt;br /&gt;
*The number of props on the maps that you can use for barricading ranges from a few dozen to a few hundred&lt;br /&gt;
*The total number of props in the game is about 3000, not including custom props.&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” for a barricade. On some maps with a large number of props, you can build a thousand different barricades, changing combinations and number of props as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
This is not a disadvantage of this gamemode. On the contrary - this is one of its main advantages. You have virtually no limitations in terms of complexity and design, and the structure of a barricade is up to you. However, there are still basic principles and rules that distinguish a bad, useless barricade from a good one.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
;Barricade&lt;br /&gt;
: Any number of props nailed to a surface by a Carpenter’s Hammer which block a path for zombies.&lt;br /&gt;
: Shortened to &amp;quot;cade&amp;quot; most of the time.&lt;br /&gt;
;Shitcade&lt;br /&gt;
: A kind of cade that has no practical use for a human team and which, accordingly, facilitates the task for the zombie team. In other words, a badly constructed cade.&lt;br /&gt;
;Prop&lt;br /&gt;
: Any physical object/subject that can be nailed with a hammer.&lt;br /&gt;
;Hammer&lt;br /&gt;
: The main tool needed to nail and repair props.&lt;br /&gt;
;Nail&lt;br /&gt;
: The only consumable material (ammo) that the hammer uses to nail and/or to increase the health of the prop. Up to 4 nails can be in any prop before said prop no longer gets bonuses from having extra nails.&lt;br /&gt;
;HP&lt;br /&gt;
: Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity, be it a human, zombie, nest, brush, deployable, prop, etc.&lt;br /&gt;
;Deployable&lt;br /&gt;
: A swep that can be deployed, rotatable with RMB/reload before deploying. Can be destroyed after taking enough punishment, and gets repaired with a Mechanic's Wrench instead of a Carpenter's Hammer. They tend to mess with prop moving, so avoid using them as part of a cade unless the human team is that desperate to buy time. They can also have props nailed into them, which is okay in extreme desperation, but otherwise isn't convenient.&lt;br /&gt;
&lt;br /&gt;
== Prop Basics ==&lt;br /&gt;
*There are two types of Prop HP - Main HP and Repair HP.&lt;br /&gt;
*Main HP represents the amount of damage a prop can take before it breaks. If main HP reaches zero, this prop will break. &lt;br /&gt;
**The digit on the left displays the current main HP, the digit on the right is the maximum main HP. When a prop takes damage from a zombie, the digit on the left will begin to decrease. &lt;br /&gt;
**Remaining and maximum main HP can be quickly gauged by looking at the lowest bar. This bar will change color from green, to yellow, to red as it shortens.&lt;br /&gt;
*Repair HP represents the amount of HP that this prop can be repaired for.&lt;br /&gt;
**The blue bar is a representation of the repair HP left. As the prop is repaired, this bar will shorten in length. Once the bar is gone, the prop cannot be repaired anymore. &lt;br /&gt;
*The number in the parentheses is the amount of nails in the prop. When more nails are used on a prop the maximum main HP will increase. This works for up to 4 nails.&lt;br /&gt;
*Prop types can be divided into two main categories - Small and Large&lt;br /&gt;
**Small props have little main and repair HP, they are small in size and players can move at near-full speed when carrying them.&lt;br /&gt;
**Large props have much more main and repair HP, they take up a lot of space and slow players down significantly when being carried.&lt;br /&gt;
**The size of a prop does not determine whether a prop is considered &amp;quot;small&amp;quot; or &amp;quot;large&amp;quot;. Harpoons, for instance, are small in size but have a lot of HP and a slow carrying speed.&lt;br /&gt;
&lt;br /&gt;
== Barricading Skills == &amp;lt;!-- More detailed descriptions are needed and I think I might've missed a skill or two, I don't have the exact numbers memorized. Also keep in mind that this will likely change when the skill update releases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu.&lt;br /&gt;
&lt;br /&gt;
;Handy I-V&lt;br /&gt;
: +Increases repair rate.&lt;br /&gt;
;Hammer Discipline&lt;br /&gt;
: +20% faster swing speed with a hammer.&lt;br /&gt;
;Prying Hammer&lt;br /&gt;
: +Press reload on doors to deal significant damage too them&lt;br /&gt;
;Precision Repairs&lt;br /&gt;
: +Repairing specific spots doubles repair rate and increases reinforcement time by 50%.&lt;br /&gt;
: -15% slower swing speed with a hammer.&lt;br /&gt;
;Scheduling &lt;br /&gt;
: +Props not nailed this wave repair faster.&lt;br /&gt;
: -Props nailed this wave repair slower.&lt;br /&gt;
&lt;br /&gt;
=== Barricade Expert === &lt;br /&gt;
Barricade Expert is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting|remort]]&lt;br /&gt;
&lt;br /&gt;
With this skill you will be able to unnail other people's props without losing 3 points. Players who do not have this skill will not be able to unnail your props. The purpose of this skill is to protect your props from sabotage by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
Once this skill is unlocked, props you nail will have a special padlock icon with a color that matches the color of your remort tier. Remort tiers are divided into groups according to colors. Members of the same remort tier can unnail each other's props, but they will incur a point penalty. &amp;lt;!-- fact check this please, i think this changed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barricading Guide ==&lt;br /&gt;
&lt;br /&gt;
''It is also worth noting that as a beginner, it is extremely hard to cope with all the variety. People make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay. It is best to learn from the barricades of players that are more experienced,nrepeat them in single-player, and then build them on the server.''&lt;br /&gt;
&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Imgur Album ==&lt;br /&gt;
This album contains pictures of good cades you should try to imitate, from many different servers. &lt;br /&gt;
https://imgur.com/a/h57NZGV&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=651</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=651"/>
		<updated>2019-09-04T19:54:20Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: revert change to definition format since it removes TOC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Status Effects]] are timed buffs or debuffs that may last for a set duration, they can either affect [[zombies]] or [[humans]]. They have a wide variety of effects, some as simple as increasing damage done while others slow down movement and the like. Some status effects may be affected by skills or trinkets.&lt;br /&gt;
&lt;br /&gt;
== List of Negative Status Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
[[Poison]] causes you to take damage every 2 seconds. The damage increases over time.&lt;br /&gt;
===Bleed===&lt;br /&gt;
[[Bleed]] causes you to take 2 damage every 1.5 seconds. Rends upon reaching 49 stacks, consuming 20 [[Bleed]] to inflict 10 damage and 10 [[Wounds]].&lt;br /&gt;
===Wounds===&lt;br /&gt;
[[Wounds]] cause damage that overlap your regular health and must be eliminated through healing before your regular health can be healed again.&lt;br /&gt;
===Enfeeble===&lt;br /&gt;
[[Enfeeble]] increases damage taken by 40% from all sources.&lt;br /&gt;
===Gunk===&lt;br /&gt;
[[Gunk]] causes you to have decreased accuracy and decreased fire rate with a ranged weapon.&lt;br /&gt;
===Sickened===&lt;br /&gt;
[[Sickened]] causes you to be healed less from a medical source. It also prevents food items from being used.&lt;br /&gt;
===Dim Vision===&lt;br /&gt;
[[Dim Vision]] reduces your ability to see.&lt;br /&gt;
&lt;br /&gt;
== List of Positive Status Effects ==&lt;br /&gt;
===Clense===&lt;br /&gt;
[[Cleanse]] blocks you from getting one or more negative status effects depending.&lt;br /&gt;
===Shield===&lt;br /&gt;
[[Shield]] greatly reduces the amount of damage taken on melee hit, consumed on use.&lt;br /&gt;
===Fervor===&lt;br /&gt;
[[Fervor]] increases fire rate with each stack.&lt;br /&gt;
===Reaper===&lt;br /&gt;
[[Reaper]] increases damage with each stack.&lt;br /&gt;
===Renegade===&lt;br /&gt;
[[Renegade]] pierces damage resistances and grants additional headshot damage with each stack.&lt;br /&gt;
===Adrenaline===&lt;br /&gt;
[[Adrenaline]] causes you to move at full speed even at low health. &lt;br /&gt;
&lt;br /&gt;
== List of Zombie Status Effects ==&lt;br /&gt;
===Soften===&lt;br /&gt;
[[Soften]] causes zombies to take additional damage.&lt;br /&gt;
===Fire===&lt;br /&gt;
[[Fire]] causes zombies to take damage over time.&lt;br /&gt;
===Shock===&lt;br /&gt;
[[Shock]] slows zombies down and causes them to take damage over time.&lt;br /&gt;
===Frost===&lt;br /&gt;
[[Frost]] slows down zombie movement.&lt;br /&gt;
===Acid===&lt;br /&gt;
[[Acid]] reduces zombie damage resistance and deals damage over time after building up.&lt;br /&gt;
===Sap===&lt;br /&gt;
[[Sap]] reduces zombie damage and grants health to humans who melee it.&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=650</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=650"/>
		<updated>2019-09-04T19:45:36Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: im listing the shock caused by shock amethyst as a status, im not sure if the slow by itself counts as a status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Status Effects]] are timed buffs or debuffs that may last for a set duration, they can either affect [[zombies]] or [[humans]]. They have a wide variety of effects, some as simple as increasing damage done while others slow down movement and the like. Some status effects may be affected by skills or trinkets.&lt;br /&gt;
&lt;br /&gt;
== List of Negative Status Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
:[[Poison]] causes you to take damage every 2 seconds. The damage increases over time.&lt;br /&gt;
;Bleed&lt;br /&gt;
:[[Bleed]] causes you to take 2 damage every 1.5 seconds. Rends upon reaching 49 stacks, consuming 20 [[Bleed]] to inflict 10 damage and 10 [[Wounds]].&lt;br /&gt;
;Wounds&lt;br /&gt;
:[[Wounds]] cause damage that overlap your regular health and must be eliminated through healing before your regular health can be healed again.&lt;br /&gt;
;Enfeeble&lt;br /&gt;
:[[Enfeeble]] increases damage taken by 40% from all sources.&lt;br /&gt;
;Gunk&lt;br /&gt;
:[[Gunk]] causes you to have decreased accuracy and decreased fire rate with a ranged weapon.&lt;br /&gt;
;Sickened&lt;br /&gt;
:[[Sickened]] causes you to be healed less from a medical source. It also prevents food items from being used.&lt;br /&gt;
;Dim Vision&lt;br /&gt;
:[[Dim Vision]] reduces your ability to see.&lt;br /&gt;
&lt;br /&gt;
== List of Positive Status Effects ==&lt;br /&gt;
;Clense&lt;br /&gt;
:[[Cleanse]] blocks you from getting one or more negative status effects depending.&lt;br /&gt;
;Shield&lt;br /&gt;
:[[Shield]] greatly reduces the amount of damage taken on melee hit, consumed on use.&lt;br /&gt;
;Fervor&lt;br /&gt;
:[[Fervor]] increases fire rate with each stack.&lt;br /&gt;
;Reaper&lt;br /&gt;
:[[Reaper]] increases damage with each stack.&lt;br /&gt;
;Renegade&lt;br /&gt;
:[[Renegade]] pierces damage resistances and grants additional headshot damage with each stack.&lt;br /&gt;
;Adrenaline&lt;br /&gt;
:[[Adrenaline]] causes you to move at full speed even at low health. &lt;br /&gt;
&lt;br /&gt;
== List of Zombie Status Effects ==&lt;br /&gt;
;Soften&lt;br /&gt;
:[[Soften]] causes zombies to take additional damage.&lt;br /&gt;
;Fire&lt;br /&gt;
:[[Fire]] causes zombies to take damage over time.&lt;br /&gt;
;Shock&lt;br /&gt;
:[[Shock]] slows zombies down and causes them to take damage over time.&lt;br /&gt;
;Frost&lt;br /&gt;
[[Frost]] slows down zombie movement.&lt;br /&gt;
;Acid&lt;br /&gt;
:[[Acid]] reduces zombie damage resistance and deals damage over time after building up.&lt;br /&gt;
;Sap&lt;br /&gt;
:[[Sap]] reduces zombie damage and grants health to humans who melee it.&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Poison&amp;diff=649</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Poison&amp;diff=649"/>
		<updated>2019-09-04T19:23:42Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Poison]] is a [[Status Effects|status effect]] and debuff that causes you take damage over time. Poison damage is dealt every two seconds, and the damage taken increases over time.&lt;br /&gt;
&lt;br /&gt;
== Calculations and Values ==&lt;br /&gt;
&lt;br /&gt;
=== Poison Damage Accumulation ===&lt;br /&gt;
&lt;br /&gt;
The amount of damage the poison status starts at depends on a few factors. Melee weapons may block melee poison attacks at the cost of stamina. [[Shields]] may also [[block]] projectiles that cause poison. Blocking poison projectiles will give you points, and each point of poison damage is worth 0.035 [[points]]. The overall damage taken may change due to poison and projectile damage taken modifiers.&lt;br /&gt;
&lt;br /&gt;
Once the poison damage has been calculated, 25% of it is applied instantly and 75% becomes the status effect, ticking down over time.&lt;br /&gt;
&lt;br /&gt;
=== Poison Speed ===&lt;br /&gt;
&lt;br /&gt;
The poison status effect deals damage to humans every 2 seconds by default, but this is affected by modifiers to poison damage speed and the [[Frail]] skill.&lt;br /&gt;
&lt;br /&gt;
=== List of Zombies that Give Out the Poison Status Effect ===&lt;br /&gt;
&lt;br /&gt;
The zombie classes that can give humans the poison status effect include:&lt;br /&gt;
&lt;br /&gt;
*[[Ghoul]]&lt;br /&gt;
*[[Elder Ghoul]]&lt;br /&gt;
*[[Noxious Ghoul]]&lt;br /&gt;
*[[Poison Zombie]]&lt;br /&gt;
*[[Bloated Zombie]]&lt;br /&gt;
*[[Vile Bloated Zombie]]&lt;br /&gt;
*[[Poison Headcrab]]&lt;br /&gt;
*[[Prime Ghoul]] (Demiboss)&lt;br /&gt;
*[[Bilemire]] (Demiboss)&lt;br /&gt;
*[[Viper]] (Demiboss)&lt;br /&gt;
*[[Pukepus]] (Boss)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Status Effects]]&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Poison&amp;diff=648</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Poison&amp;diff=648"/>
		<updated>2019-09-04T19:20:59Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: grammar changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Poison]] is a [[Status Effects|status effect]] and debuff that causes you take damage over time. Poison damage is dealt every two seconds, and the damage taken increases over time.&lt;br /&gt;
&lt;br /&gt;
== Calculations and Values ==&lt;br /&gt;
&lt;br /&gt;
=== Poison Damage Accumulation ===&lt;br /&gt;
&lt;br /&gt;
The amount of damage the poison status starts at depends on a few factors. Melee weapons may block melee poison attacks at the cost of stamina. [[Shields]] may also [[block]] projectiles that cause poison. Blocking poison projectiles will give you points, and each point of poison damage is worth 0.035 [[points]]. The overall damage taken may change due to poison and projectile damage taken modifiers.&lt;br /&gt;
&lt;br /&gt;
Once the poison damage has been calculated, 25% of it is applied instantly and 75% becomes the status effect, ticking down over time.&lt;br /&gt;
&lt;br /&gt;
=== Poison Speed ===&lt;br /&gt;
&lt;br /&gt;
The base speed of poison damage is every 2 seconds, but this is affected by modifiers to poison damage speed and the [[Frail]] skill.&lt;br /&gt;
&lt;br /&gt;
=== List of Zombies that Give Out the Poison Status Effect ===&lt;br /&gt;
&lt;br /&gt;
The zombie classes that can give humans the poison status effect include:&lt;br /&gt;
&lt;br /&gt;
*[[Ghoul]]&lt;br /&gt;
*[[Elder Ghoul]]&lt;br /&gt;
*[[Noxious Ghoul]]&lt;br /&gt;
*[[Poison Zombie]]&lt;br /&gt;
*[[Bloated Zombie]]&lt;br /&gt;
*[[Vile Bloated Zombie]]&lt;br /&gt;
*[[Poison Headcrab]]&lt;br /&gt;
*[[Prime Ghoul]] (Demiboss)&lt;br /&gt;
*[[Bilemire]] (Demiboss)&lt;br /&gt;
*[[Viper]] (Demiboss)&lt;br /&gt;
*[[Pukepus]] (Boss)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Status Effects]]&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Poison&amp;diff=647</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Poison&amp;diff=647"/>
		<updated>2019-09-04T19:16:59Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: changed list to bullet, added vile bloat, rearranged&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Poison]] is a [[Status Effects|status effect]] and debuff that causes you take damage over time. Poison damage is dealt every two seconds, and the damage taken increases over time.&lt;br /&gt;
&lt;br /&gt;
== Calculations and Values ==&lt;br /&gt;
&lt;br /&gt;
=== Poison Damage Accumulation ===&lt;br /&gt;
&lt;br /&gt;
The amount of damage the poison status starts at depends on a few factors. Firstly, with [[shields]] it is possible to [[block]] projectiles that cause poison, otherwise melee weapons may block melee poison attacks if they are blocking, at the cost of stamina. Blocking poison projectiles will give you points, and each point of poison damage is worth 0.035 [[points]]. The overall damage taken may change due to poison and projectile damage modifiers.&lt;br /&gt;
&lt;br /&gt;
Once the poison damage has been calculated, 25% of it is applied instantly and 75% becomes the status effect, ticking down over time.&lt;br /&gt;
&lt;br /&gt;
=== Poison Speed ===&lt;br /&gt;
&lt;br /&gt;
The base speed of poison damage is every 2 seconds, but this is affected by modifiers to poison damage speed and the [[Frail]] skill.&lt;br /&gt;
&lt;br /&gt;
=== List of Zombies that Give Out the Poison Status Effect ===&lt;br /&gt;
&lt;br /&gt;
The zombie classes that can give humans the poison status effect include:&lt;br /&gt;
&lt;br /&gt;
*[[Ghoul]]&lt;br /&gt;
*[[Elder Ghoul]]&lt;br /&gt;
*[[Noxious Ghoul]]&lt;br /&gt;
*[[Poison Zombie]]&lt;br /&gt;
*[[Bloated Zombie]]&lt;br /&gt;
*[[Vile Bloated Zombie]]&lt;br /&gt;
*[[Poison Headcrab]]&lt;br /&gt;
*[[Prime Ghoul]] (Demiboss)&lt;br /&gt;
*[[Bilemire]] (Demiboss)&lt;br /&gt;
*[[Viper]] (Demiboss)&lt;br /&gt;
*[[Pukepus]] (Boss)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Status Effects]]&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Poison&amp;diff=646</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Poison&amp;diff=646"/>
		<updated>2019-09-04T19:13:21Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: changed description to reflect poison changes, also removed useless words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Poison]] is a [[Status Effects|status effect]] and debuff that causes you take damage over time. Poison damage is dealt every two seconds, and the damage taken increases over time.&lt;br /&gt;
&lt;br /&gt;
== Calculations and Values ==&lt;br /&gt;
&lt;br /&gt;
=== Poison Damage Accumulation ===&lt;br /&gt;
&lt;br /&gt;
The amount of damage the poison status starts at depends on a few factors. Firstly, with [[shields]] it is possible to [[block]] projectiles that cause poison, otherwise melee weapons may block melee poison attacks if they are blocking, at the cost of stamina. Blocking poison projectiles will give you points, and each point of poison damage is worth 0.035 [[points]]. The overall damage taken may change due to poison and projectile damage modifiers.&lt;br /&gt;
&lt;br /&gt;
Once the poison damage has been calculated, 25% of it is applied instantly and 75% becomes the status effect, ticking down over time.&lt;br /&gt;
&lt;br /&gt;
=== Poison Speed ===&lt;br /&gt;
&lt;br /&gt;
The base speed of poison damage is every 2 seconds, but this is affected by modifiers to poison damage speed and the [[Frail]] skill.&lt;br /&gt;
&lt;br /&gt;
=== List of Zombies that Give Out the Poison Status Effect ===&lt;br /&gt;
&lt;br /&gt;
The zombie types that can give out the poison status effect include&lt;br /&gt;
&lt;br /&gt;
- [[Ghoul]]/[[Elder Ghoul]]/[[Noxious Ghoul]]&lt;br /&gt;
&lt;br /&gt;
- [[Prime Ghoul]] (Demiboss)&lt;br /&gt;
&lt;br /&gt;
- [[Poison Zombie]]&lt;br /&gt;
&lt;br /&gt;
- [[Bloated Zombie]]&lt;br /&gt;
&lt;br /&gt;
- [[Poison Headcrab]]&lt;br /&gt;
&lt;br /&gt;
- [[Bilemire]] (Demiboss)&lt;br /&gt;
&lt;br /&gt;
- [[Viper]] (Demiboss)&lt;br /&gt;
&lt;br /&gt;
- [[Pukepus]] (Boss)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Status Effects]]&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Poison&amp;diff=645</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Poison&amp;diff=645"/>
		<updated>2019-09-04T19:11:34Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: reword this, redundant repetition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Poison]] is a [[Status Effects|status effect]] and debuff that causes you take damage over time. The damage over time for this is 3 damage every 2 seconds at base speeds.&lt;br /&gt;
&lt;br /&gt;
== Calculations and Values ==&lt;br /&gt;
&lt;br /&gt;
=== Poison Damage Accumulation ===&lt;br /&gt;
&lt;br /&gt;
The amount of damage the poison status starts at depends on a few factors. Firstly, with [[shields]] it is possible to [[block]] projectiles that cause poison, otherwise melee weapons may block melee poison attacks if they are blocking, at the cost of stamina. Blocking poison projectiles will give you points, and each point of poison damage is worth 0.035 [[points]]. The overall damage taken may change due to poison and projectile damage modifiers.&lt;br /&gt;
&lt;br /&gt;
Once the poison damage has been calculated, 25% of it is applied instantly and 75% becomes the status effect, ticking down over time.&lt;br /&gt;
&lt;br /&gt;
=== Poison Speed ===&lt;br /&gt;
&lt;br /&gt;
The base speed of poison damage is every 2 seconds, but this is affected by modifiers to poison damage speed and also by having the [[Frail]] skill.&lt;br /&gt;
&lt;br /&gt;
=== List of Zombies that Give Out the Poison Status Effect ===&lt;br /&gt;
&lt;br /&gt;
The zombie types that can give out the poison status effect include&lt;br /&gt;
&lt;br /&gt;
- [[Ghoul]]/[[Elder Ghoul]]/[[Noxious Ghoul]]&lt;br /&gt;
&lt;br /&gt;
- [[Prime Ghoul]] (Demiboss)&lt;br /&gt;
&lt;br /&gt;
- [[Poison Zombie]]&lt;br /&gt;
&lt;br /&gt;
- [[Bloated Zombie]]&lt;br /&gt;
&lt;br /&gt;
- [[Poison Headcrab]]&lt;br /&gt;
&lt;br /&gt;
- [[Bilemire]] (Demiboss)&lt;br /&gt;
&lt;br /&gt;
- [[Viper]] (Demiboss)&lt;br /&gt;
&lt;br /&gt;
- [[Pukepus]] (Boss)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Status Effects]]&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=644</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=644"/>
		<updated>2019-09-04T19:04:24Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Status Effects]] are timed buffs or debuffs that may last for a set duration, they can either affect [[zombies]] or [[humans]]. They have a wide variety of effects, some as simple as increasing damage done while others slow down movement and the like. Some status effects may be affected by skills or trinkets.&lt;br /&gt;
&lt;br /&gt;
== List of Negative Status Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
:[[Poison]] causes you to take damage every 2 seconds. The damage increases over time.&lt;br /&gt;
;Bleed&lt;br /&gt;
:[[Bleed]] causes you to take 2 damage every 1.5 seconds. Rends upon reaching 49 stacks, consuming 20 [[Bleed]] to inflict 10 damage and 10 [[Wounds]].&lt;br /&gt;
;Wounds&lt;br /&gt;
:[[Wounds]] cause damage that overlap your regular health and must be eliminated through healing before your regular health can be healed again.&lt;br /&gt;
;Enfeeble&lt;br /&gt;
:[[Enfeeble]] increases damage taken by 40% from all sources.&lt;br /&gt;
;Gunk&lt;br /&gt;
:[[Gunk]] causes you to have decreased accuracy and decreased fire rate with a ranged weapon.&lt;br /&gt;
;Sickened&lt;br /&gt;
:[[Sickened]] causes you to be healed less from a medical source. It also prevents food items from being used.&lt;br /&gt;
;Dim Vision&lt;br /&gt;
:[[Dim Vision]] reduces your ability to see.&lt;br /&gt;
&lt;br /&gt;
== List of Positive Status Effects ==&lt;br /&gt;
;Clense&lt;br /&gt;
:[[Cleanse]] blocks you from getting one or more negative status effects depending.&lt;br /&gt;
;Shield&lt;br /&gt;
:[[Shield]] greatly reduces the amount of damage taken on melee hit, consumed on use.&lt;br /&gt;
;Fervor&lt;br /&gt;
:[[Fervor]] increases fire rate with each stack.&lt;br /&gt;
;Reaper&lt;br /&gt;
:[[Reaper]] increases damage with each stack.&lt;br /&gt;
;Renegade&lt;br /&gt;
:[[Renegade]] pierces damage resistances and grants additional headshot damage with each stack.&lt;br /&gt;
;Adrenaline&lt;br /&gt;
:[[Adrenaline]] causes you to move at full speed even at low health. &lt;br /&gt;
&lt;br /&gt;
== List of Zombie Status Effects ==&lt;br /&gt;
;Soften&lt;br /&gt;
:[[Soften]] causes zombies to take additional damage.&lt;br /&gt;
;Fire&lt;br /&gt;
:[[Fire]] causes zombies to take damage over time.&lt;br /&gt;
;Shock&lt;br /&gt;
:[[Shock]] slows down zombie movement.&lt;br /&gt;
;Frost&lt;br /&gt;
[[Frost]] slows down zombie movement.&lt;br /&gt;
;Acid&lt;br /&gt;
:[[Acid]] reduces zombie damage resistance and deals damage over time after building up.&lt;br /&gt;
;Sap&lt;br /&gt;
:[[Sap]] reduces zombie damage and grants health to humans who melee it.&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=643</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=643"/>
		<updated>2019-09-04T19:03:44Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: added more statuses to the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Status Effects]] are timed buffs or debuffs that may last for a set duration, they can either affect [[zombies]] or [[humans]]. They have a wide variety of effects, some as simple as increasing damage done while others slow down movement and the like. Some status effects may be affected by skills or trinkets.&lt;br /&gt;
&lt;br /&gt;
== List of Negative Status Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
:[[Poison]] causes you to take damage every 2 seconds. The damage increases over time.&lt;br /&gt;
;Bleed&lt;br /&gt;
:[[Bleed]] causes you to take 2 damage every 1.5 seconds. Rends upon reaching 49 stacks, consuming 20 [[Bleed]] to inflict 10 damage and 10 [[Wounds]].&lt;br /&gt;
;Wounds&lt;br /&gt;
:[[Wounds]] cause damage that overlap your regular health and must be eliminated through healing before your regular health can be healed again.&lt;br /&gt;
;Enfeeble&lt;br /&gt;
:[[Enfeeble]] increases damage taken by 40% from all sources.&lt;br /&gt;
;Gunk&lt;br /&gt;
:[[Gunk]] causes you to have decreased accuracy and decreased fire rate with a ranged weapon.&lt;br /&gt;
;Sickened&lt;br /&gt;
:[[Sickened]] causes you to be healed less from a medical source. It also prevents food items from being used.&lt;br /&gt;
;Dim Vision&lt;br /&gt;
:[[Dim Vision] reduces your ability to see.&lt;br /&gt;
&lt;br /&gt;
== List of Positive Status Effects ==&lt;br /&gt;
;Clense&lt;br /&gt;
:[[Cleanse]] blocks you from getting one or more negative status effects depending.&lt;br /&gt;
;Shield&lt;br /&gt;
:[[Shield]] greatly reduces the amount of damage taken on melee hit, consumed on use.&lt;br /&gt;
;Fervor&lt;br /&gt;
:[[Fervor]] increases fire rate with each stack.&lt;br /&gt;
;Reaper&lt;br /&gt;
:[[Reaper]] increases damage with each stack.&lt;br /&gt;
;Renegade&lt;br /&gt;
:[[Renegade]] pierces damage resistances and grants additional headshot damage with each stack.&lt;br /&gt;
;Adrenaline&lt;br /&gt;
:[[Adrenaline]] causes you to move at full speed even at low health. &lt;br /&gt;
&lt;br /&gt;
== List of Zombie Status Effects ==&lt;br /&gt;
;Soften&lt;br /&gt;
:[[Soften]] causes zombies to take additional damage.&lt;br /&gt;
;Fire&lt;br /&gt;
:[[Fire]] causes zombies to take damage over time.&lt;br /&gt;
;Shock&lt;br /&gt;
:[[Shock]] slows down zombie movement.&lt;br /&gt;
;Frost&lt;br /&gt;
[[Frost]] slows down zombie movement.&lt;br /&gt;
;Acid&lt;br /&gt;
:[[Acid]] reduces zombie damage resistance and deals damage over time after building up.&lt;br /&gt;
;Sap&lt;br /&gt;
[[Sap]] reduces zombie damage and grants health to humans who melee it.&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=642</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=642"/>
		<updated>2019-09-04T18:50:47Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: added to sickened desc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Status Effects]] are timed buffs or debuffs that may last for a set duration, they can either affect [[zombies]] or [[humans]]. They have a wide variety of effects, some as simple as increasing damage done while others slow down movement and the like.&lt;br /&gt;
&lt;br /&gt;
== List of Negative Status Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
:[[Poison]] causes you to take 3 damage every 2 seconds.&lt;br /&gt;
;Bleed&lt;br /&gt;
:[[Bleed]] causes you to take 2 damage every 1.5 seconds. Rends upon reaching 49 stacks, consuming 20 [[Bleed]] to inflict 10 damage and 10 [[Wounds]].&lt;br /&gt;
;Wounds&lt;br /&gt;
:[[Wounds]] cause damage that overlap your regular health and must be eliminated through healing before your regular health can be healed again.&lt;br /&gt;
;Enfeeble&lt;br /&gt;
:[[Enfeeble]] increases damage taken by 40% from all sources.&lt;br /&gt;
;Gunk&lt;br /&gt;
:[[Gunk]] causes you to have decreased accuracy and decreased fire rate with a ranged weapon.&lt;br /&gt;
;Sickened&lt;br /&gt;
:[[Sickened]] causes you to be healed less from a medical source. It also prevents food items from being used.&lt;br /&gt;
&lt;br /&gt;
== List of Positive Status Effects ==&lt;br /&gt;
;Clense&lt;br /&gt;
:[[Cleanse]] blocks you from getting one or more negative status effects depending on the heal that you get.&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=641</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Status_Effects&amp;diff=641"/>
		<updated>2019-09-04T18:50:12Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: changed to definition format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Status Effects]] are timed buffs or debuffs that may last for a set duration, they can either affect [[zombies]] or [[humans]]. They have a wide variety of effects, some as simple as increasing damage done while others slow down movement and the like.&lt;br /&gt;
&lt;br /&gt;
== List of Negative Status Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Poison&lt;br /&gt;
:[[Poison]] causes you to take 3 damage every 2 seconds.&lt;br /&gt;
;Bleed&lt;br /&gt;
:[[Bleed]] causes you to take 2 damage every 1.5 seconds. Rends upon reaching 49 stacks, consuming 20 [[Bleed]] to inflict 10 damage and 10 [[Wounds]].&lt;br /&gt;
;Wounds&lt;br /&gt;
:[[Wounds]] cause damage that overlap your regular health and must be eliminated through healing before your regular health can be healed again.&lt;br /&gt;
;Enfeeble&lt;br /&gt;
:[[Enfeeble]] increases damage taken by 40% from all sources.&lt;br /&gt;
;Gunk&lt;br /&gt;
:[[Gunk]] causes you to have decreased accuracy and decreased fire rate with a ranged weapon.&lt;br /&gt;
;Sickened&lt;br /&gt;
:[[Sickened]] causes you to be healed less from a medical source.&lt;br /&gt;
&lt;br /&gt;
== List of Positive Status Effects ==&lt;br /&gt;
;Clense&lt;br /&gt;
:[[Cleanse]] blocks you from getting one or more negative status effects depending on the heal that you get.&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Points&amp;diff=640</id>
		<title>Points</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Points&amp;diff=640"/>
		<updated>2019-09-04T18:47:28Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: removed out of date detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Points]] are the main currency of [[Zombie Survival]]. They are used to purchase [[weapons]] and other various [[items]].&lt;br /&gt;
&lt;br /&gt;
== Point Sources ==&lt;br /&gt;
&lt;br /&gt;
* Dealing damage to zombies. Each zombie has a specific point ratio, generally based on how hard it is to damage them in the first place.&lt;br /&gt;
* [[Healing]] players.&lt;br /&gt;
* [[Repairing]] props.&lt;br /&gt;
* Building barricades that get damaged.&lt;br /&gt;
* Shielding players or from projectiles, with either [[shields]], [[force fields]] or [[nullifiers]].&lt;br /&gt;
* [[Status Effects|Debuff]]ing zombies with statuses like [[sap]], [[soften]] or [[hinder]].&lt;br /&gt;
* [[Status Effects|Buffing]] humans with statuses like strength.&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Points&amp;diff=639</id>
		<title>Points</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Points&amp;diff=639"/>
		<updated>2019-09-04T18:46:49Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: added example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Points]] are the main currency of [[Zombie Survival]]. They are used to purchase [[weapons]] and other various [[items]] from [[sigils]].&lt;br /&gt;
&lt;br /&gt;
== Point Sources ==&lt;br /&gt;
&lt;br /&gt;
* Dealing damage to zombies. Each zombie has a specific point ratio, generally based on how hard it is to damage them in the first place.&lt;br /&gt;
* [[Healing]] players.&lt;br /&gt;
* [[Repairing]] props.&lt;br /&gt;
* Building barricades that get damaged.&lt;br /&gt;
* Shielding players or from projectiles, with either [[shields]], [[force fields]] or [[nullifiers]].&lt;br /&gt;
* [[Status Effects|Debuff]]ing zombies with statuses like [[sap]], [[soften]] or [[hinder]].&lt;br /&gt;
* [[Status Effects|Buffing]] humans with statuses like strength.&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=638</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=638"/>
		<updated>2019-09-03T21:56:43Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: rewording and reformat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs.&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
&lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is an essential aspect of the survival for the human team. A well-constructed barricade protects humans from zombie attacks while allowing the humans to attack zombies. As zombies become stronger with each wave, the chances of survival without a barricade are close to zero.&lt;br /&gt;
&lt;br /&gt;
There is an incredible amount of variety and diversity when it comes to barricades:&lt;br /&gt;
&lt;br /&gt;
*In Zombie Survival there are over 700 different maps available.&lt;br /&gt;
*In each map there are multiple spots for barricades.&lt;br /&gt;
*The number of props on the maps that you can use for barricading ranges from a few dozen to a few hundred&lt;br /&gt;
*The total number of props in the game is about 3000, not including custom props.&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” for a barricade. On some maps with a large number of props, you can build a thousand different barricades, changing combinations and number of props as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
This is not a disadvantage of this gamemode. On the contrary - this is one of its main advantages. You have virtually no limitations in terms of complexity and design, and the structure of a barricade is up to you. However, there are still basic principles and rules that distinguish a bad, useless barricade from a good one.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
;Barricade&lt;br /&gt;
: Any number of props nailed to a surface by a Carpenter’s Hammer which block a path for zombies.&lt;br /&gt;
: Shortened to &amp;quot;cade&amp;quot; most of the time.&lt;br /&gt;
;Shitcade&lt;br /&gt;
: A kind of cade that has no practical use for a human team and which, accordingly, facilitates the task for the zombie team. In other words, a badly constructed cade.&lt;br /&gt;
;Prop&lt;br /&gt;
: Any physical object/subject that can be nailed with a hammer.&lt;br /&gt;
;Hammer&lt;br /&gt;
: The main tool needed to nail and repair props.&lt;br /&gt;
;Nail&lt;br /&gt;
: The only consumable material (ammo) that the hammer uses to nail and/or to increase the health of the prop. &lt;br /&gt;
;HP&lt;br /&gt;
: Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity.&lt;br /&gt;
&lt;br /&gt;
== Prop Basics ==&lt;br /&gt;
*There are two types of Prop HP - Main HP and Repair HP.&lt;br /&gt;
*Main HP represents the amount of damage a prop can take before it breaks. If main HP reaches zero, this prop will break. &lt;br /&gt;
**The digit on the left displays the current main HP, the digit on the right is the maximum main HP. When a prop takes damage from a zombie, the digit on the left will begin to decrease. &lt;br /&gt;
**Remaining and maximum main HP can be quickly gauged by looking at the lowest bar. This bar will change color from green, to yellow, to red as it shortens.&lt;br /&gt;
*Repair HP represents the amount of HP that this prop can be repaired for.&lt;br /&gt;
**The blue bar is a representation of the repair HP left. As the prop is repaired, this bar will shorten in length. Once the bar is gone, the prop cannot be repaired anymore. &lt;br /&gt;
*The number in the parentheses is the amount of nails in the prop. When more nails are used on a prop the maximum main HP will increase. This works for up to 4 nails.&lt;br /&gt;
*Prop types can be divided into two main categories - Small and Large&lt;br /&gt;
**Small props have little main and repair HP, they are small in size and players can move at near-full speed when carrying them.&lt;br /&gt;
**Large props have much more main and repair HP, they take up a lot of space and slow players down significantly when being carried.&lt;br /&gt;
**The size of a prop does not determine whether a prop is considered &amp;quot;small&amp;quot; or &amp;quot;large&amp;quot;. Harpoons, for instance, are small in size but have a lot of HP and a slow carrying speed.&lt;br /&gt;
&lt;br /&gt;
== Barricading Skills == &amp;lt;!-- More detailed descriptions are needed and I think I might've missed a skill or two, I don't have the exact numbers memorized. Also keep in mind that this will likely change when the skill update releases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu.&lt;br /&gt;
&lt;br /&gt;
;Handy I-V&lt;br /&gt;
: +Increases repair rate.&lt;br /&gt;
;Hammer Discipline&lt;br /&gt;
: +20% faster swing speed with a hammer.&lt;br /&gt;
;Prying Hammer&lt;br /&gt;
: +Press reload on doors to deal significant damage too them&lt;br /&gt;
;Precision Repairs&lt;br /&gt;
: +Repairing specific spots doubles repair rate and increases reinforcement time by 50%.&lt;br /&gt;
: -15% slower swing speed with a hammer.&lt;br /&gt;
;Scheduling &lt;br /&gt;
: +Props not nailed this wave repair faster.&lt;br /&gt;
: -Props nailed this wave repair slower.&lt;br /&gt;
&lt;br /&gt;
=== Barricade Expert === &lt;br /&gt;
Barricade Expert is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting|remort]]&lt;br /&gt;
&lt;br /&gt;
With this skill you will be able to unnail other people's props without losing 3 points. Players who do not have this skill will not be able to unnail your props. The purpose of this skill is to protect your props from sabotage by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
Once this skill is unlocked, props you nail will have a special padlock icon with a color that matches the color of your remort tier. Remort tiers are divided into groups according to colors. Members of the same remort tier can unnail each other's props, but they will incur a point penalty. &amp;lt;!-- fact check this please, i think this changed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barricading Guide ==&lt;br /&gt;
&lt;br /&gt;
''It is also worth noting that as a beginner, it is extremely hard to cope with all the variety. People make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay. It is best to learn from the barricades of players that are more experienced,nrepeat them in single-player, and then build them on the server.''&lt;br /&gt;
&lt;br /&gt;
Description&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=637</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=637"/>
		<updated>2019-09-03T21:25:48Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: new header, fix bad link,  new description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs.&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
&lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is one of the essential aspects of the survival of a human team. A well-constructed barricade allows humans to completely (or partially) avoid hits from various types of zombie attacks. As zombies become stronger with each wave, the chances of survival without a barricade are close to zero.&lt;br /&gt;
Before proceeding to the basic principles and description of the mechanics of barricading, it is necessary to understand the scale of the diversity and variability of this process:&lt;br /&gt;
&lt;br /&gt;
*In Zombie Survival gamemode there are about/over 700 different maps&lt;br /&gt;
*In the maps themselves at least several spots for barricading&lt;br /&gt;
*The number of props on the maps that you can use for barricading - from a few dozen to a few hundred&lt;br /&gt;
*Total number of props is about 3000 (not including the custom ones)&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” of the barricade that can be built on any map at any point with the same props. On some maps with a large number of props, you can build a thousand different barricades, changing combinations and number of props, as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
But this is not a disadvantage of this gamemode. On the contrary - this is one of its main advantages, because it gives you a huge choice and space for imagination. You have no limitations in terms of complexity and design. But there are basic principles and rules that distinguish a bad, useless barricade from a good and useful one. The description of these “basic rules” is the goal of this guide, because without them you cannot build a good barricade (even the simplest one).&lt;br /&gt;
&lt;br /&gt;
''It is also worth noting that for a beginner it is extremely hard to cope with all the variety. In most cases, people make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay, which leads to sad consequences. The best solution is to learn from the barricades of players that are more experienced, try to repeat them in single-player, and only then try to build them on the server.''&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
;Barricade&lt;br /&gt;
: Any number of props nailed to a surface by a Carpenter’s Hammer which block a path for zombies.&lt;br /&gt;
: Shortened to &amp;quot;cade&amp;quot; most of the time.&lt;br /&gt;
;Shitcade&lt;br /&gt;
: A kind of cade that has no practical use for a human team and which, accordingly, facilitates the task for the zombie team. In other words, a badly constructed cade.&lt;br /&gt;
;Prop&lt;br /&gt;
: Any physical object/subject that can be nailed with a hammer.&lt;br /&gt;
;Hammer&lt;br /&gt;
: The main tool needed to nail and repair props.&lt;br /&gt;
;Nail&lt;br /&gt;
: The only consumable material (ammo) that the hammer uses to nail and/or to increase the health of the prop. &lt;br /&gt;
;HP&lt;br /&gt;
: Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity.&lt;br /&gt;
&lt;br /&gt;
== Prop Basics ==&lt;br /&gt;
*There are two types of Prop HP - Main HP and Repair HP.&lt;br /&gt;
*Main HP represents the amount of damage a prop can take before it breaks. If main HP reaches zero, this prop will break. &lt;br /&gt;
**The digit on the left displays the current main HP, the digit on the right is the maximum main HP. When a prop takes damage from a zombie, the digit on the left will begin to decrease. &lt;br /&gt;
**Remaining and maximum main HP can be quickly gauged by looking at the lowest bar. This bar will change color from green, to yellow, to red as it shortens.&lt;br /&gt;
*Repair HP represents the amount of HP that this prop can be repaired for.&lt;br /&gt;
**The blue bar is a representation of the repair HP left. As the prop is repaired, this bar will shorten in length. Once the bar is gone, the prop cannot be repaired anymore. &lt;br /&gt;
*The number in the parentheses is the amount of nails in the prop. When more nails are used on a prop the maximum main HP will increase. This works for up to 4 nails.&lt;br /&gt;
*Prop types can be divided into two main categories - Small and Large&lt;br /&gt;
**Small props have little main and repair HP, they are small in size and players can move at near-full speed when carrying them.&lt;br /&gt;
**Large props have much more main and repair HP, they take up a lot of space and slow players down significantly when being carried.&lt;br /&gt;
**The size of a prop does not determine whether a prop is considered &amp;quot;small&amp;quot; or &amp;quot;large&amp;quot;. Harpoons, for instance, are small in size but have a lot of HP and a slow carrying speed.&lt;br /&gt;
&lt;br /&gt;
== Barricading Skills == &amp;lt;!-- More detailed descriptions are needed and I think I might've missed a skill or two, I don't have the exact numbers memorized. Also keep in mind that this will likely change when the skill update releases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu.&lt;br /&gt;
&lt;br /&gt;
;Handy I-V&lt;br /&gt;
: +Increases repair rate.&lt;br /&gt;
;Hammer Discipline&lt;br /&gt;
: +20% faster swing speed with a hammer.&lt;br /&gt;
;Prying Hammer&lt;br /&gt;
: +Press reload on doors to deal significant damage too them&lt;br /&gt;
;Precision Repairs&lt;br /&gt;
: +Repairing specific spots doubles repair rate and increases reinforcement time by 50%.&lt;br /&gt;
: -15% slower swing speed with a hammer.&lt;br /&gt;
;Scheduling &lt;br /&gt;
: +Props not nailed this wave repair faster.&lt;br /&gt;
: -Props nailed this wave repair slower.&lt;br /&gt;
&lt;br /&gt;
=== Barricade Expert === &lt;br /&gt;
Barricade Expert is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting|remort]]&lt;br /&gt;
&lt;br /&gt;
With this skill you will be able to unnail other people's props without losing 3 points. Players who do not have this skill will not be able to unnail your props. The purpose of this skill is to protect your props from sabotage by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
Once this skill is unlocked, props you nail will have a special padlock icon with a color that matches the color of your remort tier. Remort tiers are divided into groups according to colors. Members of the same remort tier can unnail each other's props, but they will incur a point penalty. &amp;lt;!-- fact check this please, i think this changed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Barricading Guide ==&lt;br /&gt;
&lt;br /&gt;
Description&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=636</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=636"/>
		<updated>2019-09-03T21:16:39Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: fixed bad formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs.&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
 &lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is one of the essential aspects of the survival of a human team. A well-constructed barricade allows humans to completely (or partially) avoid hits from various types of zombie attacks. As zombies become stronger with each wave, the chances of survival without a barricade are close to zero.&lt;br /&gt;
Before proceeding to the basic principles and description of the mechanics of barricading, it is necessary to understand the scale of the diversity and variability of this process:&lt;br /&gt;
&lt;br /&gt;
*In Zombie Survival gamemode there are about/over 700 different maps&lt;br /&gt;
*In the maps themselves at least several spots for barricading&lt;br /&gt;
*The number of props on the maps that you can use for barricading - from a few dozen to a few hundred&lt;br /&gt;
*Total number of props is about 3000 (not including the custom ones)&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” of the barricade that can be built on any map at any point with the same props. On some maps with a large number of props, you can build a thousand different barricades, changing combinations and number of props, as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
But this is not a disadvantage of this gamemode. On the contrary - this is one of its main advantages, because it gives you a huge choice and space for imagination. You have no limitations in terms of complexity and design. But there are basic principles and rules that distinguish a bad, useless barricade from a good and useful one. The description of these “basic rules” is the goal of this guide, because without them you cannot build a good barricade (even the simplest one).&lt;br /&gt;
&lt;br /&gt;
''It is also worth noting that for a beginner it is extremely hard to cope with all the variety. In most cases, people make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay, which leads to sad consequences. The best solution is to learn from the barricades of players that are more experienced, try to repeat them in single-player, and only then try to build them on the server.''&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
;Barricade&lt;br /&gt;
: Any number of props nailed to a surface by a Carpenter’s Hammer which block a path for zombies.&lt;br /&gt;
: Shortened to &amp;quot;cade&amp;quot; most of the time.&lt;br /&gt;
;Shitcade&lt;br /&gt;
: A kind of cade that has no practical use for a human team and which, accordingly, facilitates the task for the zombie team. In other words, a badly constructed cade.&lt;br /&gt;
;Prop&lt;br /&gt;
: Any physical object/subject that can be nailed with a hammer.&lt;br /&gt;
;Hammer&lt;br /&gt;
: The main tool needed to nail and repair props.&lt;br /&gt;
;Nail&lt;br /&gt;
: The only consumable material (ammo) that the hammer uses to nail and/or to increase the health of the prop. &lt;br /&gt;
;HP&lt;br /&gt;
: Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity.&lt;br /&gt;
&lt;br /&gt;
== Prop Basics ==&lt;br /&gt;
*There are two types of Prop HP - Main HP and Repair HP.&lt;br /&gt;
*Main HP represents the amount of damage a prop can take before it breaks. If main HP reaches zero, this prop will break. &lt;br /&gt;
**The digit on the left displays the current main HP, the digit on the right is the maximum main HP. When a prop takes damage from a zombie, the digit on the left will begin to decrease. &lt;br /&gt;
**Remaining and maximum main HP can be quickly gauged by looking at the lowest bar. This bar will change color from green, to yellow, to red as it shortens.&lt;br /&gt;
*Repair HP represents the amount of HP that this prop can be repaired for.&lt;br /&gt;
**The blue bar is a representation of the repair HP left. As the prop is repaired, this bar will shorten in length. Once the bar is gone, the prop cannot be repaired anymore. &lt;br /&gt;
*The number in the parentheses is the amount of nails in the prop. When more nails are used on a prop the maximum main HP will increase. This works for up to 4 nails.&lt;br /&gt;
*Prop types can be divided into two main categories - Small and Large&lt;br /&gt;
**Small props have little main and repair HP, they are small in size and players can move at near-full speed when carrying them.&lt;br /&gt;
**Large props have much more main and repair HP, they take up a lot of space and slow players down significantly when being carried.&lt;br /&gt;
&lt;br /&gt;
== Barricading Skills == &amp;lt;!-- More detailed descriptions are needed and I think I might've missed a skill or two, I don't have the exact numbers memorized. Also keep in mind that this will likely change when the skill update releases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu.&lt;br /&gt;
&lt;br /&gt;
;Handy I-V&lt;br /&gt;
: +Increases repair rate.&lt;br /&gt;
;Hammer Discipline&lt;br /&gt;
: +20% faster swing speed with a hammer.&lt;br /&gt;
;Prying Hammer&lt;br /&gt;
: +Press reload on doors to deal significant damage too them&lt;br /&gt;
;Precision Repairs&lt;br /&gt;
: +Repairing specific spots doubles repair rate and increases reinforcement time by 50%.&lt;br /&gt;
: -15% slower swing speed with a hammer.&lt;br /&gt;
;Scheduling &lt;br /&gt;
: +Props not nailed this wave repair faster.&lt;br /&gt;
: -Props nailed this wave repair slower.&lt;br /&gt;
&lt;br /&gt;
=== Barricade Expert === &lt;br /&gt;
Barricade Expert is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting||remort]]&lt;br /&gt;
&lt;br /&gt;
With this skill you will be able to unnail other people's props without losing 3 points. Players who do not have this skill will not be able to unnail your props. The purpose of this skill is to protect your props from sabotage by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
Once this skill is unlocked, props you nail will have a special padlock icon with a color that matches the color of your remort tier. Remort tiers are divided into groups according to colors. Members of the same remort tier can unnail each other's props, but they will incur a point penalty. &amp;lt;!-- fact check this please, i think this changed --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=634</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=634"/>
		<updated>2019-09-03T21:15:00Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: in-progress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
This is almost directly taken from MrDragonorg's barricading guide, writing credit goes to him, with special thanks to Speirs.&lt;br /&gt;
https://sunrust.org/forums/index.php?topic=218.0&lt;br /&gt;
 &lt;br /&gt;
I've made some slight edits to fix typos/weird wording as well as to remove some redundant clarifications.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Barricading is one of the essential aspects of the survival of a human team. A well-constructed barricade allows humans to completely (or partially) avoid hits from various types of zombie attacks. As zombies become stronger with each wave, the chances of survival without a barricade are close to zero.&lt;br /&gt;
Before proceeding to the basic principles and description of the mechanics of barricading, it is necessary to understand the scale of the diversity and variability of this process:&lt;br /&gt;
&lt;br /&gt;
*In Zombie Survival gamemode there are about/over 700 different maps&lt;br /&gt;
*In the maps themselves at least several spots for barricading&lt;br /&gt;
*The number of props on the maps that you can use for barricading - from a few dozen to a few hundred&lt;br /&gt;
*Total number of props is about 3000 (not including the custom ones)&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” of the barricade that can be built on any map at any point with the same props. On some maps with a large number of props, you can build a thousand different barricades, changing combinations and number of props, as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
But this is not a disadvantage of this gamemode. On the contrary - this is one of its main advantages, because it gives you a huge choice and space for imagination. You have no limitations in terms of complexity and design. But there are basic principles and rules that distinguish a bad, useless barricade from a good and useful one. The description of these “basic rules” is the goal of this guide, because without them you cannot build a good barricade (even the simplest one).&lt;br /&gt;
&lt;br /&gt;
''It is also worth noting that for a beginner it is extremely hard to cope with all the variety. In most cases, people make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay, which leads to sad consequences. The best solution is to learn from the barricades of players that are more experienced, try to repeat them in single-player, and only then try to build them on the server.''&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
;Barricade&lt;br /&gt;
: Any number of props nailed to a surface by a Carpenter’s Hammer which block a path for zombies.&lt;br /&gt;
: Shortened to &amp;quot;cade&amp;quot; most of the time.&lt;br /&gt;
;Shitcade&lt;br /&gt;
: A kind of cade that has no practical use for a human team and which, accordingly, facilitates the task for the zombie team. In other words, a badly constructed cade.&lt;br /&gt;
;Prop&lt;br /&gt;
: Any physical object/subject that can be nailed with a hammer.&lt;br /&gt;
;Hammer&lt;br /&gt;
: The main tool needed to nail and repair props.&lt;br /&gt;
;Nail&lt;br /&gt;
: The only consumable material (ammo) that the hammer uses to nail and/or to increase the health of the prop. &lt;br /&gt;
;HP&lt;br /&gt;
: Short for Hitpoints. The remaining &amp;quot;life&amp;quot; of any entity.&lt;br /&gt;
&lt;br /&gt;
== Prop Basics ==&lt;br /&gt;
*There are two types of Prop HP - Main HP and Repair HP.&lt;br /&gt;
*Main HP represents the amount of damage a prop can take before it breaks. If main HP reaches zero, this prop will break. &lt;br /&gt;
**The digit on the left displays the current main HP, the digit on the right is the maximum main HP. When a prop takes damage from a zombie, the digit on the left will begin to decrease. &lt;br /&gt;
**Remaining and maximum main HP can be quickly gauged by looking at the lowest bar. This bar will change color from green, to yellow, to red as it shortens.&lt;br /&gt;
*Repair HP represents the amount of HP that this prop can be repaired for.&lt;br /&gt;
**The blue bar is a representation of the repair HP left. As the prop is repaired, this bar will shorten in length. Once the bar is gone, the prop cannot be repaired anymore. &lt;br /&gt;
*The number in the parentheses is the amount of nails in the prop. When more nails are used on a prop the maximum main HP will increase. This works for up to 4 nails.&lt;br /&gt;
*Prop types can be divided into two main categories - Small and Large&lt;br /&gt;
**Small props have little main and repair HP, they are small in size and players can move at near-full speed when carrying them.&lt;br /&gt;
**Large props have much more main and repair HP, they take up a lot of space and slow players down significantly when being carried.&lt;br /&gt;
&lt;br /&gt;
== Barricading Skills == &amp;lt;!-- More detailed descriptions are needed and I think I might've missed a skill or two, I don't have the exact numbers memorized. Also keep in mind that this will likely change when the skill update releases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All barricade-related skills are located in the defense tree of the skill menu.&lt;br /&gt;
&lt;br /&gt;
:Handy I-V&lt;br /&gt;
; +Increases repair rate.&lt;br /&gt;
:Hammer Discipline&lt;br /&gt;
; +20% faster swing speed with a hammer.&lt;br /&gt;
:Prying Hammer&lt;br /&gt;
; +Press reload on doors to deal significant damage too them&lt;br /&gt;
:Precision Repairs&lt;br /&gt;
; +Repairing specific spots doubles repair rate and increases reinforcement time by 50%.&lt;br /&gt;
; -15% slower swing speed with a hammer.&lt;br /&gt;
:Scheduling &lt;br /&gt;
; +Props not nailed this wave repair faster.&lt;br /&gt;
; -Props nailed this wave repair slower.&lt;br /&gt;
&lt;br /&gt;
=== Barricade Expert === &lt;br /&gt;
Barricade Expert is a skill which cannot be found in the skill menu. This skill is automatically granted as soon as you [[Remorting||remort]]&lt;br /&gt;
&lt;br /&gt;
With this skill you will be able to unnail other people's props without losing 3 points. Players who do not have this skill will not be able to unnail your props. The purpose of this skill is to protect your props from sabotage by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
Once this skill is unlocked, props you nail will have a special padlock icon with a color that matches the color of your remort tier. Remort tiers are divided into groups according to colors. Members of the same remort tier can unnail each other's props, but they will incur a point penalty. &amp;lt;!-- fact check this please, i think this changed --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Remorting&amp;diff=633</id>
		<title>Remorting</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Remorting&amp;diff=633"/>
		<updated>2019-09-03T21:05:57Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: Created page with &amp;quot;Description&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Description&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Zombie_Survival&amp;diff=632</id>
		<title>Zombie Survival</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Zombie_Survival&amp;diff=632"/>
		<updated>2019-09-03T21:05:44Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: added new index&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{col-begin|width=50%}}&lt;br /&gt;
{{col-break}}&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Introduction]]&lt;br /&gt;
* [[Survival]]&lt;br /&gt;
* [[Barricading]]&lt;br /&gt;
* [[Upgrades]]&lt;br /&gt;
* [[Being a Zombie]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
*[[Survivors]]&lt;br /&gt;
*[[The Undead]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
*[[Guns]]&lt;br /&gt;
*[[Ammo]]&lt;br /&gt;
*[[Melee]]&lt;br /&gt;
*[[Tools]]&lt;br /&gt;
*[[Deployables]]&lt;br /&gt;
*[[Trinkets]]&lt;br /&gt;
*[[Other]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
*[[Defence]]&lt;br /&gt;
*[[Gunnery]]&lt;br /&gt;
*[[Health]]&lt;br /&gt;
*[[Melee Tree|Melee]]&lt;br /&gt;
*[[Speed]]&lt;br /&gt;
*[[Support]]&lt;br /&gt;
*[[Remorting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{col-break|width=50%|gap=4em}}&lt;br /&gt;
== Development ==&lt;br /&gt;
*[[Level Design]]&lt;br /&gt;
*[[Navmeshing]]&lt;br /&gt;
*[[Programming]]&lt;br /&gt;
*[[SWEP Construction]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
*[[ex. Making the most out of the props available to you]]&lt;br /&gt;
*[[ex. Survivor Builds]]&lt;br /&gt;
*[[ex. Melting Humans as a Ghoul 1301]]&lt;br /&gt;
*[[ex. Other Gameplay Specific Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
*[[Area of Effect]]&lt;br /&gt;
*[[Damage Resistance]]&lt;br /&gt;
*[[Damage Per Second]]&lt;br /&gt;
*[[Overkill]]&lt;br /&gt;
*[[Points]]&lt;br /&gt;
*[[Sigils]]&lt;br /&gt;
*[[Status Effects]]&lt;br /&gt;
*[[:Category:Zombie_Classes|Zombie Classes]]&lt;br /&gt;
&lt;br /&gt;
{{col-end}}&lt;br /&gt;
__NOTOC____NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=630</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=630"/>
		<updated>2019-09-03T19:14:48Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: accidently saved this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since I'm too lazy to port the barricading guide on the Sunrust forums, I'll just put an archive.is link to it here until someone finally puts in the effort to make a decent one on this page.&lt;br /&gt;
&lt;br /&gt;
http://archive.is/hUJNg&lt;br /&gt;
&lt;br /&gt;
Also, here's a link to an album of good cade pictures from various servers: https://archive.is/o/hUJNg/https://imgur.com/a/h57NZGV&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=629</id>
		<title>Barricading</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Barricading&amp;diff=629"/>
		<updated>2019-09-03T19:14:10Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This is almost directly taken from MrDragonorg's barricading guide, all writing credit goes to him. https://sunrust.org/forums/index.php?topic=218.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Barricading is one of the essential aspects of the survival of a human team. A well-constructed barricade allows humans to completely (or partially) avoid hits from various types of zombie attacks. As zombies become stronger with each wave, the chances of survival without a barricade are close to zero.&lt;br /&gt;
Before proceeding to the basic principles and description of the mechanics of barricading, it is necessary to understand the scale of the diversity and variability of this process:&lt;br /&gt;
&lt;br /&gt;
*In Zombie Survival gamemode there are about/over 700 different maps&lt;br /&gt;
*In the maps themselves at least several spots for barricading&lt;br /&gt;
*The number of props on the maps that you can use for barricading - from a few dozen to a few hundred&lt;br /&gt;
*Total number of props is about 3000 (not including the custom ones)&lt;br /&gt;
&lt;br /&gt;
This means that there is no universal “scheme” of the barricade that can be built on any map at any point with the same props. On some maps with a large number of props, you can build a thousand different barricades, changing combinations and number of props, as if shuffling a deck of cards.&lt;br /&gt;
&lt;br /&gt;
But this is not a disadvantage of this gamemode. On the contrary - this is one of its main advantages, because it gives you a huge choice and space for imagination. You have no limitations in terms of complexity and design. But there are basic principles and rules that distinguish a bad, useless barricade from a good and useful one. The description of these “basic rules” is the goal of this guide, because without them you cannot build a good barricade (even the simplest one).&lt;br /&gt;
&lt;br /&gt;
''It is also worth noting that for a beginner it is extremely hard to cope with all the variety. In most cases, people make critical mistakes due to the lack of experience in barricading and because of the lack of knowledge of many aspects of the zs gameplay, which leads to sad consequences. The best solution is to learn from the barricades of players that are more experienced, try to repeat them in single-player, and only then try to build them on the server.''&lt;br /&gt;
&lt;br /&gt;
=== Terminology === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: yellow&amp;quot;&amp;gt;Barricade&amp;lt;/pre&amp;gt;: any number of props (even 1) nailed by hammer (Carpenter’s Hammer), which block the entrance for most types of zombies. In the future, for simplicity, the barricade will be called &amp;quot;cade&amp;quot;.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: yellow&amp;quot;&amp;gt;Shitcade&amp;lt;/pre&amp;gt;: a kind of cade that has no practical use for a human team and which, accordingly, facilitates the task for the zombie team. In other words, a badly constructed cade.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: yellow&amp;quot;&amp;gt;Prop&amp;lt;/pre&amp;gt;: any physical object/subject that can (or cannot, f.e. – glass) be nailed with a hammer.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: yellow&amp;quot;&amp;gt;Hammer&amp;lt;/pre&amp;gt;: the main tool needed to nail the prop and for their further repair.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: yellow&amp;quot;&amp;gt;Nail&amp;lt;/pre&amp;gt;: is the only consumable material (ammo) that the hammer uses to nail the prop and/or to increase the health of the prop. Number of nails = maximum number of props you can nail.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: yellow&amp;quot;&amp;gt;Prop Health (prop HP)&amp;lt;/pre&amp;gt;: there are two types of prop HP - main HP and repair HP. Main HP is displayed at the bottom of the green bar and with numbers on top.&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Deployables&amp;diff=531</id>
		<title>Deployables</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Deployables&amp;diff=531"/>
		<updated>2019-05-03T21:10:42Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deployables are items that provide different services for survivors including item dispensal, perimeter defense, and other situational items.&lt;br /&gt;
&lt;br /&gt;
The owner of a deployable can pack it by holding the shift key, at which point it will reappear in the players inventory. A group of 4 players can also force-pack a deployable by simultaneously holding shift on it.&lt;br /&gt;
&lt;br /&gt;
If the owner of a deployable dies, another living player can press the use key on it to become the new owner. Owner-less deployables will sometimes deactivate until a player claims them as their own.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
&lt;br /&gt;
=== Drone ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Pulse Drone ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Hauler Drone ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Item Deployers ==&lt;br /&gt;
&lt;br /&gt;
=== 'Aegis' Barricade Kit ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Arsenal Crate===&lt;br /&gt;
The Arsenal Crate is used to purchase items from the point shop when no sigil is nearby.&lt;br /&gt;
&lt;br /&gt;
=== Fridge ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Junk Pack === &lt;br /&gt;
The Junk Pack is available in both the worth menu and the point shop. Using the Junk Pack will spawn a random, small prop in front of the player. It has limited uses.&lt;br /&gt;
&lt;br /&gt;
=== Resupply Box ===&lt;br /&gt;
Allows humans to restock the ammo of their current weapon, or their currently selected ammunition type in the inventory menu.   &lt;br /&gt;
&lt;br /&gt;
There is a timer on the side of the crate which allows you to see when you may use it once more. The timer is set to 60 seconds by default, but it can be affected by [[Trinkets|trinkets]], [[Defence|defence]], and by people using your resupply, if you own one.&lt;br /&gt;
&lt;br /&gt;
====Resupply Quantities====&lt;br /&gt;
&lt;br /&gt;
*Pistol Ammo - 16&lt;br /&gt;
*Shotgun Shells - 12&lt;br /&gt;
*SMG Ammo - 32&lt;br /&gt;
*Assault Rifle Ammo - 32&lt;br /&gt;
*Rifle Ammo - 9&lt;br /&gt;
*Pulse Ammo - 30&lt;br /&gt;
*Crossbow Bolts - 8&lt;br /&gt;
*Explosives - 4&lt;br /&gt;
*Chemical Vials - 20&lt;br /&gt;
*Medical Kit Power - 20&lt;br /&gt;
*Nails - 2&lt;br /&gt;
*Scrap - 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Turrets ==&lt;br /&gt;
&lt;br /&gt;
=== Gun Turret ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Assault Turret ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Rocket Turret ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Zappers ==&lt;br /&gt;
&lt;br /&gt;
=== Arc Zapper ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== 'Sentinel' Repair Field ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== 'Stinger' Zapper ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== 'Dynamo' Arc Zapper ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Other Deployables ==&lt;br /&gt;
&lt;br /&gt;
=== Force Field Emitter ===&lt;br /&gt;
The Force Field Emitter is a [[Ammunition#Pulse|pulse]] powered deployable that destroys all zombie projectiles that collide with it. A standard [[poison flesh]] projectile will give you 0.22 points when destroyed and uses 0.6 pulse ammo. [[The Undead|Bilemire]] and [[The Undead|Pukepus]] balls will disable the field for 5 seconds, preventing anything from colliding and being destroyed by it.&lt;br /&gt;
&lt;br /&gt;
=== Manhack ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Message Beacon ===&lt;br /&gt;
The Message Beacon is available in both the worth menu and the point shop. It can be placed on the map to broadcast a message to other living players. The message can be changed by right-clicking.&lt;br /&gt;
&lt;br /&gt;
=== 'Nullifier' Trophy System ===&lt;br /&gt;
The Nullifier is a pulse powered deployable that destroys up to 3 projectiles around it every 0.33 seconds (affected by modifiers to field delay). It consumes 2 pulse ammo per projectile destroyed. A standard poison flesh projectile will give you 0.3 points when destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rollermine ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Remantler ===&lt;br /&gt;
The Remantler is used for purchasing or upgrading items with scrap. Remantling is the process of upgrading a weapon or trinket with [[Ammunition#Scrap Metal|scrap]], by use of a Remantler. To upgrade a weapon, hold the item that you wish to remantle in your hands as you press your use key on the item. To upgrade a trinket, stand near the Remantler, open your inventory, and click the trinket you wish to upgrade. Remantling costs increase with subsequent upgrades. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Deployables&amp;diff=530</id>
		<title>Deployables</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Deployables&amp;diff=530"/>
		<updated>2019-05-03T21:09:29Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: added descriptions, expanded some descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deployables are items that provide different services for survivors including item dispensal, perimeter defense, and other situational items.&lt;br /&gt;
&lt;br /&gt;
The owner of a deployable can pack it by holding the shift key, at which point it will reappear in the players inventory. A group of 4 players can also force-pack a deployable by simultaneously holding shift on it.&lt;br /&gt;
&lt;br /&gt;
If the owner of a deployable dies, another living player can press the use key on it to become the new owner. Owner-less deployables will sometimes deactivate until a player claims them as their own.&lt;br /&gt;
&lt;br /&gt;
= Drones ==&lt;br /&gt;
&lt;br /&gt;
=== Drone ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Pulse Drone ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Hauler Drone ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Item Deployers ==&lt;br /&gt;
&lt;br /&gt;
=== 'Aegis' Barricade Kit ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Arsenal Crate===&lt;br /&gt;
The Arsenal Crate is used to purchase items from the point shop when no sigil is nearby.&lt;br /&gt;
&lt;br /&gt;
=== Fridge ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Junk Pack === &lt;br /&gt;
The Junk Pack is available in both the worth menu and the point shop. Using the Junk Pack will spawn a random, small prop in front of the player. It has limited uses.&lt;br /&gt;
&lt;br /&gt;
=== Resupply Box ===&lt;br /&gt;
Allows humans to restock the ammo of their current weapon, or their currently selected ammunition type in the inventory menu.   &lt;br /&gt;
&lt;br /&gt;
There is a timer on the side of the crate which allows you to see when you may use it once more. The timer is set to 60 seconds by default, but it can be affected by [[Trinkets|trinkets]], [[Defence|defence]], and by people using your resupply, if you own one.&lt;br /&gt;
&lt;br /&gt;
====Resupply Quantities====&lt;br /&gt;
&lt;br /&gt;
*Pistol Ammo - 16&lt;br /&gt;
*Shotgun Shells - 12&lt;br /&gt;
*SMG Ammo - 32&lt;br /&gt;
*Assault Rifle Ammo - 32&lt;br /&gt;
*Rifle Ammo - 9&lt;br /&gt;
*Pulse Ammo - 30&lt;br /&gt;
*Crossbow Bolts - 8&lt;br /&gt;
*Explosives - 4&lt;br /&gt;
*Chemical Vials - 20&lt;br /&gt;
*Medical Kit Power - 20&lt;br /&gt;
*Nails - 2&lt;br /&gt;
*Scrap - 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Turrets ==&lt;br /&gt;
&lt;br /&gt;
=== Gun Turret ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Assault Turret ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Rocket Turret ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Zappers ==&lt;br /&gt;
&lt;br /&gt;
=== Arc Zapper ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== 'Sentinel' Repair Field ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== 'Stinger' Zapper ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== 'Dynamo' Arc Zapper ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
== Other Deployables ==&lt;br /&gt;
&lt;br /&gt;
=== Force Field Emitter ===&lt;br /&gt;
The Force Field Emitter is a [[Ammunition#Pulse|pulse]] powered deployable that destroys all zombie projectiles that collide with it. A standard [[poison flesh]] projectile will give you 0.22 points when destroyed and uses 0.6 pulse ammo. [[The Undead|Bilemire]] and [[The Undead|Pukepus]] balls will disable the field for 5 seconds, preventing anything from colliding and being destroyed by it.&lt;br /&gt;
&lt;br /&gt;
=== Manhack ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Message Beacon ===&lt;br /&gt;
The Message Beacon is available in both the worth menu and the point shop. It can be placed on the map to broadcast a message to other living players. The messagecan be changed by right-clicking.&lt;br /&gt;
&lt;br /&gt;
=== 'Nullifier' Trophy System ===&lt;br /&gt;
The Nullifier is a pulse powered deployable that destroys up to 3 projectiles around it every 0.33 seconds (affected by modifiers to field delay). It consumes 2 pulse ammo per projectile destroyed. A standard poison flesh projectile will give you 0.3 points when destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Rollermine ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Remantler ===&lt;br /&gt;
The Remantler is used for purchasing or upgrading items with scrap. Remantling is the process of upgrading a weapon or trinket with [[Ammunition#Scrap Metal|scrap]], by use of a Remantler. To upgrade a weapon, hold the item that you wish to remantle in your hands as you press your use key on the item. To upgrade a trinket, stand near the Remantler, open your inventory, and click the trinket you wish to upgrade. Remantling costs increase with subsequent upgrades. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Flame_Rounds&amp;diff=529</id>
		<title>Flame Rounds</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Flame_Rounds&amp;diff=529"/>
		<updated>2019-05-03T20:31:45Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Flame Rounds]] is a [[rounds trinket]] which causes your gun damage to ignite zombies. It reduces the damage you deal by 15% to compensate, but this does not affect the calculations, it only affects the gun damage dealt afterwards (the damage that does not ignite).&lt;br /&gt;
&lt;br /&gt;
=Calculations=&lt;br /&gt;
&lt;br /&gt;
There are two calculations done for Flame Rounds - the chance to ignite and the ignite damage dealt.&lt;br /&gt;
&lt;br /&gt;
==Chance to Ignite==&lt;br /&gt;
&lt;br /&gt;
The chance to ignite is 36% of the base damage + 8% (multiplied by your round trinket power).&lt;br /&gt;
&lt;br /&gt;
Example: 100 damage dealt with a rifle, 36% of this is 36% plus 8% is 44% chance to ignite.&lt;br /&gt;
&lt;br /&gt;
==Ignite Duration==&lt;br /&gt;
&lt;br /&gt;
The ignite duration is (75% of the base damage + 8 damage (multiplied by your round trinket power)) / (5/0.3), rounded up to the nearest 0.3 seconds.&lt;br /&gt;
&lt;br /&gt;
Example: 100 damage with a rifle that successfully ignites will cause a burn of 5.1s of duration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rounds Trinkets]]&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Ammo&amp;diff=528</id>
		<title>Ammo</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Ammo&amp;diff=528"/>
		<updated>2019-05-03T16:53:05Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ammunition is the cornerstone of Zombie Survival's gunplay. You obtain ammunition from a [[Deployables#Resupply Box|Resupply Box]].&lt;br /&gt;
&lt;br /&gt;
== Ammunition Types ==&lt;br /&gt;
&lt;br /&gt;
=== Pistol ===&lt;br /&gt;
Used by most pistol type weapons. Resupplies for 16. Pistol weapons tend to be accurate, medium [[Damage Per Second|DPS]] and partially ammo efficient. Usually pierces 20% of [[Damage Resistance|damage resistance]].&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
Used by shotguns. Resupplies for 12. Shotguns are very efficient, but only moderate DPS and have low range.&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
Lighter automatic weapons use this ammo type. Resupplies for 36. Fast firing weapons which are harder to sustain but have high damage output.&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
Heavier automatic weapons use this ammo type. Resupplies for 32. A bit more accurate than SMGs but deals a bit less overall DPS, relying more on headshots. Most of them pierce 25% of damage resistance.&lt;br /&gt;
&lt;br /&gt;
=== Rifle ===&lt;br /&gt;
Rifles commonly make use of rifle ammo. Resupplies for 9. Very accurate, but low DPS weapons which have a major focus on headshots. They can pierce up to 40% of damage resistance, making them very good at countering horde resistance from [[sigils]] being corrupted late game.&lt;br /&gt;
&lt;br /&gt;
=== Pulse ===&lt;br /&gt;
Pulse weapons make use of this energy ammo type. Resupplies for 30. The weapons that use it are extremely varied, and some of them inflict [[Status Effects|pulse slow]].&lt;br /&gt;
&lt;br /&gt;
=== Crossbow Bolts ===&lt;br /&gt;
Crossbows make use of bolts. Resupplies for 8. Most crossbow weapons launch a projectile, some of them have special projectile properties. They can pierce 10% of damage resistance.&lt;br /&gt;
&lt;br /&gt;
=== Explosive ===&lt;br /&gt;
Explosive weapons make use of the explosive ammo type. Resupplies for 3. Very high risk but high reward weapons that tend to rely on multiple zombies being nearby to be effective. They tend to have a weakness to damage resistance, the ones with [[Area of Effect|AoE]] damage having 20% increased damage resistance.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Vials ===&lt;br /&gt;
Chemical weapons are very varied in application, making use of both hit-scan and projectile attacks.&lt;br /&gt;
&lt;br /&gt;
=== Nails ===&lt;br /&gt;
This ammunition type is used by [[Carpenter's Hammer|hammers]] to nail down props in order to create [[Barricading|barricades]], or by the tool [[Barbed Wire|Barbed Wire]] to add a damaging layer to props.&lt;br /&gt;
&lt;br /&gt;
=== Medical Kit Power ===&lt;br /&gt;
Medical Kit Power is used by tools and weapons which can heal or buff other humans. The power used depends on the weapon and the amount of health healed. Medical Kit Power can be purchased at the worth menu or point shop. Resupplies grant 20 power per cache. &amp;lt;!-- add exchange rate, I forgot --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scrap ===&lt;br /&gt;
Scrap is used for upgrading weapons, purchasing ammo, and purchasing trinkets. All purchases involving scrap require the use of a [[Deployables|remantler]]. Scrap is also used by the Scrap Weapons skill. &amp;lt;!-- Add link to skill when page is created --&amp;gt; Scrap can be obtained by:&lt;br /&gt;
*Purchasing it at an Arsenal Crate or Sigil at a rate of 15 points for 9 scrap&lt;br /&gt;
*Using a Resupply Crate for 3 scrap per cache&lt;br /&gt;
*Salvaging Weapons or Trinkets&lt;br /&gt;
*Utilizing Skills such as Scourer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
	<entry>
		<id>https://sunrust.org/wiki/index.php?title=Ammo&amp;diff=526</id>
		<title>Ammo</title>
		<link rel="alternate" type="text/html" href="https://sunrust.org/wiki/index.php?title=Ammo&amp;diff=526"/>
		<updated>2019-05-03T16:18:27Z</updated>

		<summary type="html">&lt;p&gt;Slivovitz: added description for scrap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ammunition is the cornerstone of Zombie Survival's gunplay. You obtain ammunition from a [[Deployables#Resupply Box|Resupply Box]].&lt;br /&gt;
&lt;br /&gt;
== Ammunition Types ==&lt;br /&gt;
&lt;br /&gt;
=== Pistol ===&lt;br /&gt;
Used by most pistol type weapons. Resupplies for 16. Pistol weapons tend to be accurate, medium [[Damage Per Second|DPS]] and partially ammo efficient. Usually pierces 20% of [[Damage Resistance|damage resistance]].&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
Used by shotguns. Resupplies for 12. Shotguns are very efficient, but only moderate DPS and have low range.&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
Lighter automatic weapons use this ammo type. Resupplies for 36. Fast firing weapons which are harder to sustain but have high damage output.&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
Heavier automatic weapons use this ammo type. Resupplies for 32. A bit more accurate than SMGs but deals a bit less overall DPS, relying more on headshots. Most of them pierce 25% of damage resistance.&lt;br /&gt;
&lt;br /&gt;
=== Rifle ===&lt;br /&gt;
Rifles commonly make use of rifle ammo. Resupplies for 9. Very accurate, but low DPS weapons which have a major focus on headshots. They can pierce up to 40% of damage resistance, making them very good at countering horde resistance from [[sigils]] being corrupted late game.&lt;br /&gt;
&lt;br /&gt;
=== Pulse ===&lt;br /&gt;
Pulse weapons make use of this energy ammo type. Resupplies for 30. The weapons that use it are extremely varied, and some of them inflict [[Status Effects|pulse slow]].&lt;br /&gt;
&lt;br /&gt;
=== Crossbow Bolts ===&lt;br /&gt;
Crossbows make use of bolts. Resupplies for 8. Most crossbow weapons launch a projectile, some of them have special projectile properties. They can pierce 10% of damage resistance.&lt;br /&gt;
&lt;br /&gt;
=== Explosive ===&lt;br /&gt;
Explosive weapons make use of the explosive ammo type. Resupplies for 3. Very high risk but high reward weapons that tend to rely on multiple zombies being nearby to be effective. They tend to have a weakness to damage resistance, the ones with [[Area of Effect|AoE]] damage having 20% increased damage resistance.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Vials ===&lt;br /&gt;
Chemical weapons are very varied in application, making use of both hit-scan and projectile attacks.&lt;br /&gt;
&lt;br /&gt;
=== Nails ===&lt;br /&gt;
This ammunition type is used by [[Carpenter's Hammer|hammers]] to nail down props in order to create [[Barricading|barricades]], or by the tool [[Barbed Wire|Barbed Wire]] to add a damaging layer to props.&lt;br /&gt;
&lt;br /&gt;
=== Medical Kit Power ===&lt;br /&gt;
Description&lt;br /&gt;
&lt;br /&gt;
=== Scrap ===&lt;br /&gt;
Scrap is used for upgrading weapons, purchasing ammo, and purchasing trinkets. All purchases involving scrap require the use of a [[Deployables|remantler]]. Scrap is also used by the Scrap Weapons skill. &amp;lt;!-- Add link to skill when page is created --&amp;gt; Scrap can be obtained by:&lt;br /&gt;
*Purchasing it at an Arsenal Crate or Sigil at a rate of 15 points for 9 scrap&lt;br /&gt;
*Using a Resupply Crate for 3 scrap per cache&lt;br /&gt;
*Salvaging Weapons or Trinkets&lt;br /&gt;
*Utilizing Skills such as Scourer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Slivovitz</name></author>
	</entry>
</feed>