<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://d2nwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Linkster3769</id>
		<title>Die2Nite Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://d2nwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Linkster3769"/>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/wiki/Special:Contributions/Linkster3769"/>
		<updated>2026-09-14T19:46:47Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.27.3</generator>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Food_Parcel&amp;diff=27349</id>
		<title>Food Parcel</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Food_Parcel&amp;diff=27349"/>
				<updated>2020-10-15T22:39:36Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
This parcel never arrived at its destination. It's probably been lying around here for quite some time now...&lt;br /&gt;
&lt;br /&gt;
== Found ==&lt;br /&gt;
* {{MetaInline|Scavenging|displayname=Undepleted zones}}&lt;br /&gt;
* {{MetaInline|Ruins}}&lt;br /&gt;
** [[Abandoned Hotel]]&lt;br /&gt;
** [[Army Outpost]]&lt;br /&gt;
** [[Citizen's Tent]]&lt;br /&gt;
** [[Disused Warehouse]]&lt;br /&gt;
** [[Looted Supermarket]]&lt;br /&gt;
** [[Motel 666 Dusk]]&lt;br /&gt;
** [[Warehouse]]&lt;br /&gt;
** [[Wrecked Transporter]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* You can acquire one of the following by opening the parcel&lt;br /&gt;
** {{MetaInline|Can}}&lt;br /&gt;
** {{MetaInline|Doggy Bag}}&lt;br /&gt;
** {{MetaInline|Human Flesh}}&lt;br /&gt;
** {{MetaInline|Suspicious-looking Vegetable}}&lt;br /&gt;
** {{MetaInline|Tasty-looking Steak}}&lt;br /&gt;
&lt;br /&gt;
== food parcel can be opened with ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  &lt;br /&gt;
|-&lt;br /&gt;
! Item Name/&amp;lt;br/&amp;gt;Opened with:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
! Need &amp;lt;br/&amp;gt; no tool&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
! Need &amp;lt;br/&amp;gt; {{AP}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Workshop}}&amp;lt;br/&amp;gt; (Need {{AP}})&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Hacksaw|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Ektorp-Gluten Chair|displayname=''}}&amp;lt;br/&amp;gt; (Only in home)&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|PC Base Unit|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;([[Heavy]])&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Adjustable Spanner|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Box Cutter|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Broken Human Bone|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Machete|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Pathetic Penknife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Rusty Chain|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Serrated Knife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Staff|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Can Opener|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Screwdriver|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Swiss Army Knife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Hurling stick|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{MetaInline|Food Parcel}}&lt;br /&gt;
|| || || ||&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Most likely a bug, unlike other sealed containers, it '''CANNOT''' be opened in {{MetaInline|Workshop}}. (reported by Zephyr017, confirmed by Schroedinger 28.09.2018)&lt;br /&gt;
&lt;br /&gt;
{{Food}}&lt;br /&gt;
{{Containers and Boxes}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Food_Parcel&amp;diff=27348</id>
		<title>Food Parcel</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Food_Parcel&amp;diff=27348"/>
				<updated>2020-10-15T22:39:18Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* food parcel can be opened with */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
This parcel never arrived at its destination. It's probably been lying around here for quite some time now...&lt;br /&gt;
&lt;br /&gt;
== Found ==&lt;br /&gt;
* {{MetaInline|Scavenging|displayname=Undepleted zones}}&lt;br /&gt;
* {{MetaInline|Ruins}}&lt;br /&gt;
** [[Abandoned Hotel]]&lt;br /&gt;
** [[Army Outpost]]&lt;br /&gt;
** [[Citizen's Tent]]&lt;br /&gt;
** [[Disused Warehouse]]&lt;br /&gt;
** [[Looted Supermarket]]&lt;br /&gt;
** [[Motel 666 Dusk]]&lt;br /&gt;
** [[Warehouse]]&lt;br /&gt;
** [[Wrecked Transporter]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* You can acquire one of the following by opening the parcel &lt;br /&gt;
== food parcel can be opened with ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  &lt;br /&gt;
|-&lt;br /&gt;
! Item Name/&amp;lt;br/&amp;gt;Opened with:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
! Need &amp;lt;br/&amp;gt; no tool&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
! Need &amp;lt;br/&amp;gt; {{AP}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Workshop}}&amp;lt;br/&amp;gt; (Need {{AP}})&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Hacksaw|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Ektorp-Gluten Chair|displayname=''}}&amp;lt;br/&amp;gt; (Only in home)&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|PC Base Unit|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;([[Heavy]])&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Adjustable Spanner|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Box Cutter|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Broken Human Bone|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Machete|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Pathetic Penknife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Rusty Chain|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Serrated Knife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Staff|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Can Opener|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Screwdriver|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Swiss Army Knife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Hurling stick|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{MetaInline|Food Parcel}}&lt;br /&gt;
|| || || ||&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Most likely a bug, unlike other sealed containers, it '''CANNOT''' be opened in {{MetaInline|Workshop}}. (reported by Zephyr017, confirmed by Schroedinger 28.09.2018)&lt;br /&gt;
&lt;br /&gt;
{{Food}}&lt;br /&gt;
{{Containers and Boxes}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Food_Parcel&amp;diff=27347</id>
		<title>Food Parcel</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Food_Parcel&amp;diff=27347"/>
				<updated>2020-10-15T22:38:47Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Opening table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
This parcel never arrived at its destination. It's probably been lying around here for quite some time now...&lt;br /&gt;
&lt;br /&gt;
== Found ==&lt;br /&gt;
* {{MetaInline|Scavenging|displayname=Undepleted zones}}&lt;br /&gt;
* {{MetaInline|Ruins}}&lt;br /&gt;
** [[Abandoned Hotel]]&lt;br /&gt;
** [[Army Outpost]]&lt;br /&gt;
** [[Citizen's Tent]]&lt;br /&gt;
** [[Disused Warehouse]]&lt;br /&gt;
** [[Looted Supermarket]]&lt;br /&gt;
** [[Motel 666 Dusk]]&lt;br /&gt;
** [[Warehouse]]&lt;br /&gt;
** [[Wrecked Transporter]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* You can acquire one of the following by opening the parcel &lt;br /&gt;
== food parcel can be opened with ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  &lt;br /&gt;
|-&lt;br /&gt;
! Item Name/&amp;lt;br/&amp;gt;Opened with:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
! Need &amp;lt;br/&amp;gt; no tool&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
! Need &amp;lt;br/&amp;gt; {{AP}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Workshop}}&amp;lt;br/&amp;gt; (Need {{AP}})&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Hacksaw|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Ektorp-Gluten Chair|displayname=''}}&amp;lt;br/&amp;gt; (Only in home)&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|PC Base Unit|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;([[Heavy]])&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Adjustable Spanner|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Box Cutter|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Broken Human Bone|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Machete|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Pathetic Penknife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Rusty Chain|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Serrated Knife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Staff|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Can Opener|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Screwdriver|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Swiss Army Knife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Hurling stick|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{MetaInline|Food Parcel}}&lt;br /&gt;
|| || || ||&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
** {{MetaInline|Can}}&lt;br /&gt;
** {{MetaInline|Doggy Bag}}&lt;br /&gt;
** {{MetaInline|Human Flesh}}&lt;br /&gt;
** {{MetaInline|Suspicious-looking Vegetable}}&lt;br /&gt;
** {{MetaInline|Tasty-looking Steak}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Most likely a bug, unlike other sealed containers, it '''CANNOT''' be opened in {{MetaInline|Workshop}}. (reported by Zephyr017, confirmed by Schroedinger 28.09.2018)&lt;br /&gt;
&lt;br /&gt;
{{Food}}&lt;br /&gt;
{{Containers and Boxes}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Food_Parcel&amp;diff=27346</id>
		<title>Food Parcel</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Food_Parcel&amp;diff=27346"/>
				<updated>2020-10-15T22:37:56Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
This parcel never arrived at its destination. It's probably been lying around here for quite some time now...&lt;br /&gt;
&lt;br /&gt;
== Found ==&lt;br /&gt;
* {{MetaInline|Scavenging|displayname=Undepleted zones}}&lt;br /&gt;
* {{MetaInline|Ruins}}&lt;br /&gt;
** [[Abandoned Hotel]]&lt;br /&gt;
** [[Army Outpost]]&lt;br /&gt;
** [[Citizen's Tent]]&lt;br /&gt;
** [[Disused Warehouse]]&lt;br /&gt;
** [[Looted Supermarket]]&lt;br /&gt;
** [[Motel 666 Dusk]]&lt;br /&gt;
** [[Warehouse]]&lt;br /&gt;
** [[Wrecked Transporter]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* You can acquire one of the following by opening the parcel &lt;br /&gt;
== Opening table ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  &lt;br /&gt;
|-&lt;br /&gt;
! Item Name/&amp;lt;br/&amp;gt;Opened with:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
! Need &amp;lt;br/&amp;gt; no tool&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
! Need &amp;lt;br/&amp;gt; {{AP}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Workshop}}&amp;lt;br/&amp;gt; (Need {{AP}})&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Hacksaw|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Ektorp-Gluten Chair|displayname=''}}&amp;lt;br/&amp;gt; (Only in home)&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|PC Base Unit|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;([[Heavy]])&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Adjustable Spanner|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Box Cutter|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Broken Human Bone|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Machete|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Pathetic Penknife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Rusty Chain|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Serrated Knife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Staff|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Can Opener|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Screwdriver|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Swiss Army Knife|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
!{{MetaInline|Hurling stick|displayname=''}}&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{MetaInline|Food Parcel}}&lt;br /&gt;
|| || || ||&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|X &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
** {{MetaInline|Can}}&lt;br /&gt;
** {{MetaInline|Doggy Bag}}&lt;br /&gt;
** {{MetaInline|Human Flesh}}&lt;br /&gt;
** {{MetaInline|Suspicious-looking Vegetable}}&lt;br /&gt;
** {{MetaInline|Tasty-looking Steak}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Most likely a bug, unlike other sealed containers, it '''CANNOT''' be opened in {{MetaInline|Workshop}}. (reported by Zephyr017, confirmed by Schroedinger 28.09.2018)&lt;br /&gt;
&lt;br /&gt;
{{Food}}&lt;br /&gt;
{{Containers and Boxes}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Food_Parcel&amp;diff=27345</id>
		<title>Food Parcel</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Food_Parcel&amp;diff=27345"/>
				<updated>2020-10-15T22:34:02Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
This parcel never arrived at its destination. It's probably been lying around here for quite some time now...&lt;br /&gt;
&lt;br /&gt;
== Found ==&lt;br /&gt;
* {{MetaInline|Scavenging|displayname=Undepleted zones}}&lt;br /&gt;
* {{MetaInline|Ruins}}&lt;br /&gt;
** [[Abandoned Hotel]]&lt;br /&gt;
** [[Army Outpost]]&lt;br /&gt;
** [[Citizen's Tent]]&lt;br /&gt;
** [[Disused Warehouse]]&lt;br /&gt;
** [[Looted Supermarket]]&lt;br /&gt;
** [[Motel 666 Dusk]]&lt;br /&gt;
** [[Warehouse]]&lt;br /&gt;
** [[Wrecked Transporter]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* You can acquire one of the following by opening the parcel &lt;br /&gt;
** {{MetaInline|Can}}&lt;br /&gt;
** {{MetaInline|Doggy Bag}}&lt;br /&gt;
** {{MetaInline|Human Flesh}}&lt;br /&gt;
** {{MetaInline|Suspicious-looking Vegetable}}&lt;br /&gt;
** {{MetaInline|Tasty-looking Steak}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Most likely a bug, unlike other sealed containers, it '''CANNOT''' be opened in {{MetaInline|Workshop}}. (reported by Zephyr017, confirmed by Schroedinger 28.09.2018)&lt;br /&gt;
&lt;br /&gt;
{{Food}}&lt;br /&gt;
{{Containers and Boxes}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Impersonal_Exploding_Doormat&amp;diff=27340</id>
		<title>Impersonal Exploding Doormat</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Impersonal_Exploding_Doormat&amp;diff=27340"/>
				<updated>2020-07-30T15:28:36Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
==Found==&lt;br /&gt;
* Combining {{MetaInline|Claymore Mine}} with a {{MetaInline|Doormat}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* +5 decoration points&lt;br /&gt;
* {{MetaInline|Wounded|displayname=Injures}} thief, kills if thief is already {{MetaInline|Wounded}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In [[Season 8]]:&lt;br /&gt;
**{{MetaInline|Impersonal Exploding Doormat}} is added. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Furniture}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Impersonal_Exploding_Doormat&amp;diff=27339</id>
		<title>Impersonal Exploding Doormat</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Impersonal_Exploding_Doormat&amp;diff=27339"/>
				<updated>2020-07-30T15:28:13Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
==Found==&lt;br /&gt;
* Combining {{MetaInline|Claymore Mine}} with a {{MetaInline|Doormat}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* +5 decoration points&lt;br /&gt;
* {{MetaInline|Wounded|displayname=Injures}} thief, kills if theif is already {{MetaInline|Wounded}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In [[Season 8]]:&lt;br /&gt;
**{{MetaInline|Impersonal Exploding Doormat}} is added. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Furniture}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Zombie&amp;diff=27331</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Zombie&amp;diff=27331"/>
				<updated>2020-03-04T01:04:41Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Zombies in World Beyond */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Map info needs to be linked to the map/exploring pages|[[User:Mazt|Mazt]] 16:45, 4 October 2011 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
''Nobody's talking when the zombies come knocking...''&lt;br /&gt;
&lt;br /&gt;
Nobody knows why, or how, but something in civilization caused everyone to deteriorate and deform to the point of no return. You were one of the lucky ones, who escaped the infection and escaped to the vast desert. Now, with a handful of strangers, you have to fend of these zombies to save your life.&lt;br /&gt;
&lt;br /&gt;
Zombies are your main enemies in {{MetaInline|Die2Nite}}. There are two different kinds of zombies, and they work separately. It's important to know how to deal with each kind.&lt;br /&gt;
&lt;br /&gt;
==Midnight Zombies==&lt;br /&gt;
: ''See also [[Time#Midnight Attack]]''&lt;br /&gt;
There are zombies that attack the town at the same time every night. During {{MetaInline|The Attack}}, you can do nothing but pray that you won't be eaten alive. There is no way to kill these zombies, but they will eventually kill you. It's all you can do to build up your town in the hopes of staving them off for a few extra days.&lt;br /&gt;
&lt;br /&gt;
These zombies come pounding at the {{MetaInline|Town Gates}} every night, looking for fresh flesh. By building {{MetaInline|Defence}}, the town is able to keep the attacking zombies at bay. This won’t work forever though. As the attack sizes increase, they won’t rest until every last citizen is dead.&lt;br /&gt;
&lt;br /&gt;
===Dead Citizens===&lt;br /&gt;
When your fellow citizens die, they will turn into zombies in the midnight attack. It can be devastating if you do not deal with them correctly.&lt;br /&gt;
&lt;br /&gt;
====Corpses in Town====&lt;br /&gt;
''(Citizen's) corpse has not been destroyed. It's entirely possible that it'll decide to wake up and eat you alive tonight.''&lt;br /&gt;
&lt;br /&gt;
Citizens who die inside the town, no matter what the cause, leave behind nasty looking [[corpses]]. It's important to remove their [[corpses]] before {{MetaInline|The Attack}} or they’ll come back with a vengeance. There are several options to remove their [[corpses]]:&lt;br /&gt;
* &amp;quot;Drag it out of Town&amp;quot; - at the cost of two {{AP}}. Apart from costing {{AP}}, it has no other disadvantages. Gives the {{MetaInline|Cadaver Collector}} distinction.&lt;br /&gt;
* &amp;quot;Water the Corpse&amp;quot; - at the cost of one {{MetaInline|Water Ration}}, destroying it completely. It is usually not recommended due to the scarcity of {{MetaInline|Water Ration|displayname=Water Rations}}. Gives the {{MetaInline|Sprinkler}} distinction.&lt;br /&gt;
* &amp;quot;Cook the Body&amp;quot; - at no cost if the town has built the {{MetaInline|Cremato-Cue}}. This will provide you with 4 rations of {{MetaInline|Human Flesh}}. Gives the {{MetaInline|Extreme BBQ Chef}} distinction.&lt;br /&gt;
** ''The way (citizen) got rid of the lifeless body of (citizen) was pretty disgusting...''&lt;br /&gt;
&lt;br /&gt;
If their corpses are simply left behind, the consequences are particularly devastating. When these citizens come back to life as zombies, each of them will do either one of the following:&lt;br /&gt;
* Kill one random citizen. Home defense is completely ignored.&lt;br /&gt;
** '' † (Citizen) dragged their huger-driven corpse to (citizen)'s house, smashed their door in rage, grabbed their head and smashed it against the wall in a bloody display of cerebral fireworks. Never forget to recycle dead citizens. Never!!''&lt;br /&gt;
* Toss a stone in [[the well]] and splash out about 20 {{MetaInline|Water Ration|displayname=Water Rations}}. Note: Water in the bank cannot be destroyed.&lt;br /&gt;
* Destroy a random object in the bank.&lt;br /&gt;
* Remove all {{AP}} of an unfinished construction project.&lt;br /&gt;
&lt;br /&gt;
After {{MetaInline|The Attack}}, they will &amp;quot;sleep&amp;quot; again. If they are still left behind tomorrow, they will cause damage again in the next attack.&lt;br /&gt;
&lt;br /&gt;
====Corpses Outside====&lt;br /&gt;
''By dying outside the town, (citizen) has not left their fellow citizens in peace... yet.''&lt;br /&gt;
&lt;br /&gt;
Citizens who die outside in the {{MetaInline|World Beyond}}, no matter what the cause, drop a {{MetaInline|Meaty Bone}} in the zone they died in, as well as anything they were carrying in their rucksack. However, if citizens die at the {{MetaInline|Town Gates}} outside, the objects they carry will go straight into the bank, but no entries will be recorded in the {{MetaInline|Registers}}.&lt;br /&gt;
&lt;br /&gt;
Also they will come back as zombies at {{MetaInline|The Attack}} '''for the rest of the town's life'''. Note that citizens who died inside the town and were dragged out of the town will not be added to the numbers.&lt;br /&gt;
: ''In last night's horde, X former residents who died in the World Beyond came back, gnashing their teeth and looking famished...''&lt;br /&gt;
: (If only one former resident died outside, his name will be called out in the entry.)&lt;br /&gt;
&lt;br /&gt;
However, weird as it may sound, they '''do NOT''' actually increase the size of the hordes, even though the entry in the Gazette seems to indicate otherwise. For example if the size of the hordes is 200, former residents is 10. The size of the hordes remains 200, not 210.&lt;br /&gt;
&lt;br /&gt;
If the [[gates]] are closed, the former citizens will always get blocked, no matter whether the town defence is enough to block the hordes. All points of town defence can still be used to block the hordes. The former citizens won't &amp;quot;consume&amp;quot; any point. Take the same example above, if the town defence is exactly 200, all of the hordes will be blocked, with all former residents being blocked.&lt;br /&gt;
&lt;br /&gt;
If the [[gates]] are left open (or destroyed in a devastated town), the former citizens will get through and they will toss a stone in [[the well]] and splash out about 20 {{MetaInline|Water Ration|displayname=Water Rations}} (Note: Water in the bank cannot be destroyed). This can be disastrous. &lt;br /&gt;
&lt;br /&gt;
Also, if normal zombies get through, a random number of zombies will go to a random citizen's [[home]] and attack them. It does not spread evenly. At that time only your home defence will help to block the zombies (1 point of home defense = 1 zombie turned away). If the defence for their house is less than the zombies attacking, they die. If it is the same or more as the zombies attacking, they survive but usually become {{MetaInline|Terrorised}}. &lt;br /&gt;
&lt;br /&gt;
For the very small chance of not getting {{MetaInline|Terrorised}}, the message from the Crow will be as follows:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;You were really sweating last night! You heard them groaning, banging around and yelling outside. Eventually your door gave way and you took refuge under your bed, clutching your remaining possessions, trying not to think about the situation. Then they left... Shaking with fear you eventually came out of your hiding place, grateful that you survived.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Lazy Zombies ===&lt;br /&gt;
Also known as '''lazy zeds'''. Not all zombies make it into the gate will attack citizens all the time. They can sometimes become lazy. &lt;br /&gt;
&lt;br /&gt;
It is an advanced concept which expert players have to learn. If you play around with lazy zombies, you can survive even facing with tremendous number of the Hordes. The technique involved is to make sure only 10 citizens stay inside the town while the rest go out [[camping]], reducing the number of attack zombies. The 10 citizens then upgraded their home to the max. See also [[Endgame Strategy]].&lt;br /&gt;
&lt;br /&gt;
When we have an overflow, the number of zeds attacking the citizen inside depends on how many people stayed inside town. The rest of the overflow zeds become lazy zeds--they wander and don't attack anyone. So if you understand how attack zeds are calculated, then just subtract that from the overflow zeds to find out the lazy zeds.&lt;br /&gt;
&lt;br /&gt;
==== Immunity ====&lt;br /&gt;
The town has various levels of immunity against overflow attack depending on difference situations:&lt;br /&gt;
* On Day 5 or less, most population (perhaps over 70%) of the town is protected and will not be attacked by zombies in case of overflow. This helps to limit carnage in [[towns]] by malicious play (e.g. open gates just before the attack) in early stages.&lt;br /&gt;
* After day 5, if the [[gates]] are open, some population of the town (perhaps about 25%) will not suffer from zombie attack in case of overflow.&lt;br /&gt;
* After day 5, if the [[gates]] are closed and there are more than 25 citizens survived, some population (perhaps 40-60%) of the town will not suffer from zombie attack in case of overflow. This is a measure to prevent a huge number of deaths in just one day.&lt;br /&gt;
** If the same condition but 25 or fewer citizens survived, no immunity exists.&lt;br /&gt;
&lt;br /&gt;
==== Formula ====&lt;br /&gt;
The attack zeds follow this simple formula that reflects the number of citizen inside and the day of overflow:&lt;br /&gt;
&lt;br /&gt;
attack zed = (day + x) * y, &lt;br /&gt;
&lt;br /&gt;
where,&lt;br /&gt;
&lt;br /&gt;
day = day of overflow&lt;br /&gt;
&lt;br /&gt;
x = 1 for day 6 to day 14 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 4 for day 15 to day 18 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 5 for day 19 to 23 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 6 for day 24 or higher &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
y = 10 if citizen # in town is 10 or less &amp;lt;br/&amp;gt;&lt;br /&gt;
y = citizen # if citizen # in town is 11 to 25. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The formula does not work if citizen # is greater than 25 and if day is 5 or less. &lt;br /&gt;
&lt;br /&gt;
If the overflow zed is greater than the predicted attack zed, then the difference becomes the lazy zed seen for that day. If the overflow zed is less than the predicted attack zed, then there will be no lazy zed, ie., all overflow zed will attack.&lt;br /&gt;
&lt;br /&gt;
==Zombies in World Beyond==&lt;br /&gt;
When you explore the {{MetaInline|World Beyond}}, it is very likely you will encounter zombies. Those zombies hang around motionless, scattered around different zones in the {{MetaInline|World Beyond}}, trying to trap incautious citizens that get too close. However they won't make any attempt to attack citizens until {{MetaInline|The Attack}}. After that, they will become particularly violent, searching for citizens to eat.&lt;br /&gt;
&lt;br /&gt;
They won't just go away like the Midnight Zombies after each night. Instead they will spawn more and accumulate each night. If you don't kill them, they will overrun the desert soon enough. But killing them will not cause any effect on the numbers of midnight zombies though. &lt;br /&gt;
&lt;br /&gt;
Don't go outside if you are [[terrorised]]. You are too frightened to kill zombies. Your action will be vastly limited too. You will get [[trapped]] by just 1 zombie. &lt;br /&gt;
&lt;br /&gt;
=== Map ===&lt;br /&gt;
{{Main|Map}}&lt;br /&gt;
&lt;br /&gt;
On the [[map]] in the [[world beyond]], Different color indicate a specific estimated amount of zombies.&lt;br /&gt;
&amp;lt;!-- The info is not correct&lt;br /&gt;
Zones with zombies in them that have been previously explored are colored differently. This is what the colors mean:&lt;br /&gt;
* Dark green means no zed. Dont expect it to last. &lt;br /&gt;
* Light green is one zombie. Avoid if [[terrorised]].&lt;br /&gt;
* Brown is 2-3 zombies. Risky to enter, as you may get stuck.&lt;br /&gt;
* Red is 4-9 zombies. Never enter unless traveling with a small group. Or carrying a bunch of water balloons.&lt;br /&gt;
* Blue is 10-20 zombies. Never enter. Period. Unless, of course, 5 people are carrying an inventory of weapons.&lt;br /&gt;
* Purple 20+ zombies. Dont enter unless you are a moron, or in a tank armed with nukes. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Trapped by Zombies ===&lt;br /&gt;
{{Main|Trapped}}&lt;br /&gt;
&lt;br /&gt;
Zombies in the {{MetaInline|World Beyond}} will not attack you until {{MetaInline|The Attack}}. Instead they can cause you to become [[trapped]], i.e. you cannot be moved out of the zone. &lt;br /&gt;
&lt;br /&gt;
There are various ways of {{MetaInline|Fighting}} these zombies, some better than others, but if you don't kill them somehow then they will quickly start to close in.&lt;br /&gt;
&lt;br /&gt;
=== Zombie Respawn ===&lt;br /&gt;
Each night after the midnight attack, zombies will respawn or not based on the following situations:&lt;br /&gt;
* Empty zones&lt;br /&gt;
** Adjacent zones are empty too: No zombies will spawn.&lt;br /&gt;
** Adjacent zones are infected (have zombies): The zone may spawn 0-4 zombies. The number of zombies in the adjacent zones do not seem to matter. Rather it is the number of adjacent zones which are infected matters. The higher the number of adjacent infected zones, usually the higher the number of spawning is.&lt;br /&gt;
* Zombie zones: 1-2 zombies spawn.&lt;br /&gt;
** If fully surrounded, 1 zombie will spawn.&lt;br /&gt;
&lt;br /&gt;
There is one exception to the above which is '''global respawn'''. &lt;br /&gt;
&lt;br /&gt;
The french version of the game has illustrated this concept in depth. Mind you, different versions have some discrepancies in gameplay and mechanisms. You may take a look at [http://translate.googleusercontent.com/translate_c?depth=1&amp;amp;hl=en&amp;amp;rurl=translate.google.com&amp;amp;sl=auto&amp;amp;tl=en&amp;amp;u=http://www.twinpedia.com/hordes/outre-monde/zombies&amp;amp;usg=ALkJrhgRA0NAWdzKmexPIGlNAUy3MVnzxg].&lt;br /&gt;
&lt;br /&gt;
==== Global Respawn ====&lt;br /&gt;
Global Respawn is the situation where zombies will respawn across the entire map randomly if the total population drops below a certain threshold. It is a measure which prevents the elimination of zombies in the {{MetaInline|World Beyond}}.&lt;br /&gt;
&lt;br /&gt;
In [[Season 1]], it is suggested that if the population of the zombies falls under the following threshold, it will trigger global respawn.&lt;br /&gt;
: Threshold = Day number x Map width × 2 (this is the formula for small maps)&lt;br /&gt;
  &lt;br /&gt;
: Threshold = 26 x (day number)(this is the formula for distant maps)&lt;br /&gt;
&lt;br /&gt;
==== Zombie Zoo ====&lt;br /&gt;
Zombie Zoo is an advanced tactics which ensures the citizens can go scavenging more safely by confining all zombies in a specific area.&lt;br /&gt;
&lt;br /&gt;
The tactics involved are as follows. Don't kill zombies in the specific area targeting to be a zoo to keep them all in. Kill the rest who are located in other areas. Zombies only respawn and concentrate in the &amp;quot;zoo&amp;quot; in this way. Citizens can go out scavenging more safely and efficiently in zombie-free zones.&lt;br /&gt;
&lt;br /&gt;
The specific area can't be too small, or you may risk over-killing which will lead to the trigger of global respawn. Your plan will then be ruined. The threshold keeps increasing each day, so the area may have to be adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Zombie Despair ===&lt;br /&gt;
{{Main|Zombie Despair}}&lt;br /&gt;
&lt;br /&gt;
It is an advanced theory which says one zombie dies from despair for every 2 [[Armoury|killed]] in the same zone each night.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* According to the description of {{MetaInline|Sword of Bokor}}, some zombie hordes that assault during the night are lead by a zombie pack leader, in packs of around a hundred.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|fighting_the_hordes_in_the_world_beyond}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Water_Purifying_Tablets&amp;diff=27330</id>
		<title>Water Purifying Tablets</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Water_Purifying_Tablets&amp;diff=27330"/>
				<updated>2020-02-15T18:41:21Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
Up until [[Season 2]], using water purifying tablets was always a bad idea - a {{MetaInline|Full Jerrycan}} would yield many more rations if you purified it using the {{MetaInline|Water Purifier}}, a building that can be constructed after the {{MetaInline|Pump}} has been completed.&lt;br /&gt;
&lt;br /&gt;
However, with the advent of Season 3, both {{MetaInline|Water Purifier}} and the tablets have been downgraded. {{MetaInline|Water Purifier}} generates 1-3 rations of water (verified) and tablets generate 2-3 rations of water now ([[Talk:Water Purifying Tablets|See test results]]).&lt;br /&gt;
&lt;br /&gt;
== Found ==&lt;br /&gt;
* {{MetaInline|Scavenging|displayname=Undepleted zones}}&lt;br /&gt;
* Combine two {{MetaInline|Pharmaceutical Products|displayname=Pharmaceutical Products}}.&lt;br /&gt;
* Combine two {{MetaInline|Thick Solution}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* Use it by clicking a {{MetaInline|Full Jerrycan}} to get 2-3 {{MetaInline|Water Ration|displayname=Water Rations}}. (Alternately, use {{MetaInline|Water Purifier}} to add 1-3 rations to {{MetaInline|The Well}} instead or with {{MetaInline|Water Filter}} for 4-9 rations.) &lt;br /&gt;
** You can '''ONLY''' use it in your {{MetaInline|Home}} to purify a {{MetaInline|Full Jerrycan}}.&lt;br /&gt;
* Use it by clicking a {{MetaInline|Stagnant Water Can}} to get 2-3 units of {{MetaInline|Purified Stagnant Water}}.&lt;br /&gt;
** You may use it to purify a {{MetaInline|Stagnant Water Can}} in your {{MetaInline|Home}} or outside the {{MetaInline|World Beyond}}.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* {{MetaInline|Water Purifying Tablets}} do give you the water rations directly whereas {{MetaInline|Water Purifier}} adds them to {{MetaInline|The Well}}.&lt;br /&gt;
* {{MetaInline|Water Purifying Tablets}} are not usable in town, when {{MetaInline|Water Purifier}} is built.  However, they can still be used outside of town on {{MetaInline|Stagnant Water Can}} to give {{MetaInline|Purified Stagnant Water}}.&lt;br /&gt;
* {{MetaInline|Water Purifying Tablets}} do **NOT** work on {{MetaInline|Full Jerrycan}} outside of town.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
* In [[Season 3]]: &lt;br /&gt;
** The tablets no longer produce 2-6 rations, they now produce 2-3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Pharmacy}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Water_Purifier&amp;diff=27329</id>
		<title>Water Purifier</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Water_Purifier&amp;diff=27329"/>
				<updated>2020-02-15T18:37:48Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
I doubt anyone would have drank it otherwise.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
*{{MetaInline|Full Jerrycan|displayname=Full Jerrycans}} can be filtered into 1-3 drinkable {{MetaInline|Water Ration|displayname=Water Rations}} added to {{MetaInline|The Well}}.&lt;br /&gt;
**With the construction of the Water Purifier, you can no longer filter jerrycans with {{MetaInline|Water Purifying Tablets}}.{{MetaInline|Water Purifying Tablets}} yield 2-3 rations per can, so it might be preferable to use up {{MetaInline|Water Purifying Tablets}} before constructing this building.&lt;br /&gt;
**With a {{MetaInline|Water Filter}} the town can get 4-9 water rations per jerrycan/stagnant water can.&lt;br /&gt;
*{{MetaInline|Stagnant Water Can|displayname=Stagnant Water Cans}} can be filtered into 2 {{MetaInline|Water Ration|displayname=Water Rations}}&lt;br /&gt;
&lt;br /&gt;
==Unlocks==&lt;br /&gt;
{{MetaInline|Water Filter}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In [[Season 3]]:&lt;br /&gt;
**The Water Purifier was changed from giving 5-9 Water rations per {{MetaInline|Full Jerrycan}}, to 1-3 Water rations per {{MetaInline|Full Jerrycan}} &lt;br /&gt;
**The {{AP}} cost rose from 50 to 75, and the resource cost rose from {{MetaIcon|Twisted Plank|5}} {{MetaIcon|Wrought Iron|8}} {{MetaIcon|Copper Pipe|1}} to {{MetaIcon|Twisted Plank|5}} {{MetaIcon|Wrought Iron|6}} {{MetaIcon|Handful of nuts and bolts|5}} {{MetaIcon|Copper Pipe|3}}.&lt;br /&gt;
*In [[Season 4]]:&lt;br /&gt;
**The resource cost was lowered from {{MetaIcon|Handful of nuts and bolts|5}} to {{MetaIcon|Handful of nuts and bolts|1}}.&lt;br /&gt;
&lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Zombie&amp;diff=27327</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Zombie&amp;diff=27327"/>
				<updated>2020-02-13T18:31:58Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Zombies in World Beyond */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Map info needs to be linked to the map/exploring pages|[[User:Mazt|Mazt]] 16:45, 4 October 2011 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
''Nobody's talking when the zombies come knocking...''&lt;br /&gt;
&lt;br /&gt;
Nobody knows why, or how, but something in civilization caused everyone to deteriorate and deform to the point of no return. You were one of the lucky ones, who escaped the infection and escaped to the vast desert. Now, with a handful of strangers, you have to fend of these zombies to save your life.&lt;br /&gt;
&lt;br /&gt;
Zombies are your main enemies in {{MetaInline|Die2Nite}}. There are two different kinds of zombies, and they work separately. It's important to know how to deal with each kind.&lt;br /&gt;
&lt;br /&gt;
==Midnight Zombies==&lt;br /&gt;
: ''See also [[Time#Midnight Attack]]''&lt;br /&gt;
There are zombies that attack the town at the same time every night. During {{MetaInline|The Attack}}, you can do nothing but pray that you won't be eaten alive. There is no way to kill these zombies, but they will eventually kill you. It's all you can do to build up your town in the hopes of staving them off for a few extra days.&lt;br /&gt;
&lt;br /&gt;
These zombies come pounding at the {{MetaInline|Town Gates}} every night, looking for fresh flesh. By building {{MetaInline|Defence}}, the town is able to keep the attacking zombies at bay. This won’t work forever though. As the attack sizes increase, they won’t rest until every last citizen is dead.&lt;br /&gt;
&lt;br /&gt;
===Dead Citizens===&lt;br /&gt;
When your fellow citizens die, they will turn into zombies in the midnight attack. It can be devastating if you do not deal with them correctly.&lt;br /&gt;
&lt;br /&gt;
====Corpses in Town====&lt;br /&gt;
''(Citizen's) corpse has not been destroyed. It's entirely possible that it'll decide to wake up and eat you alive tonight.''&lt;br /&gt;
&lt;br /&gt;
Citizens who die inside the town, no matter what the cause, leave behind nasty looking [[corpses]]. It's important to remove their [[corpses]] before {{MetaInline|The Attack}} or they’ll come back with a vengeance. There are several options to remove their [[corpses]]:&lt;br /&gt;
* &amp;quot;Drag it out of Town&amp;quot; - at the cost of two {{AP}}. Apart from costing {{AP}}, it has no other disadvantages. Gives the {{MetaInline|Cadaver Collector}} distinction.&lt;br /&gt;
* &amp;quot;Water the Corpse&amp;quot; - at the cost of one {{MetaInline|Water Ration}}, destroying it completely. It is usually not recommended due to the scarcity of {{MetaInline|Water Ration|displayname=Water Rations}}. Gives the {{MetaInline|Sprinkler}} distinction.&lt;br /&gt;
* &amp;quot;Cook the Body&amp;quot; - at no cost if the town has built the {{MetaInline|Cremato-Cue}}. This will provide you with 4 rations of {{MetaInline|Human Flesh}}. Gives the {{MetaInline|Extreme BBQ Chef}} distinction.&lt;br /&gt;
** ''The way (citizen) got rid of the lifeless body of (citizen) was pretty disgusting...''&lt;br /&gt;
&lt;br /&gt;
If their corpses are simply left behind, the consequences are particularly devastating. When these citizens come back to life as zombies, each of them will do either one of the following:&lt;br /&gt;
* Kill one random citizen. Home defense is completely ignored.&lt;br /&gt;
** '' † (Citizen) dragged their huger-driven corpse to (citizen)'s house, smashed their door in rage, grabbed their head and smashed it against the wall in a bloody display of cerebral fireworks. Never forget to recycle dead citizens. Never!!''&lt;br /&gt;
* Toss a stone in [[the well]] and splash out about 20 {{MetaInline|Water Ration|displayname=Water Rations}}. Note: Water in the bank cannot be destroyed.&lt;br /&gt;
* Destroy a random object in the bank.&lt;br /&gt;
* Remove all {{AP}} of an unfinished construction project.&lt;br /&gt;
&lt;br /&gt;
After {{MetaInline|The Attack}}, they will &amp;quot;sleep&amp;quot; again. If they are still left behind tomorrow, they will cause damage again in the next attack.&lt;br /&gt;
&lt;br /&gt;
====Corpses Outside====&lt;br /&gt;
''By dying outside the town, (citizen) has not left their fellow citizens in peace... yet.''&lt;br /&gt;
&lt;br /&gt;
Citizens who die outside in the {{MetaInline|World Beyond}}, no matter what the cause, drop a {{MetaInline|Meaty Bone}} in the zone they died in, as well as anything they were carrying in their rucksack. However, if citizens die at the {{MetaInline|Town Gates}} outside, the objects they carry will go straight into the bank, but no entries will be recorded in the {{MetaInline|Registers}}.&lt;br /&gt;
&lt;br /&gt;
Also they will come back as zombies at {{MetaInline|The Attack}} '''for the rest of the town's life'''. Note that citizens who died inside the town and were dragged out of the town will not be added to the numbers.&lt;br /&gt;
: ''In last night's horde, X former residents who died in the World Beyond came back, gnashing their teeth and looking famished...''&lt;br /&gt;
: (If only one former resident died outside, his name will be called out in the entry.)&lt;br /&gt;
&lt;br /&gt;
However, weird as it may sound, they '''do NOT''' actually increase the size of the hordes, even though the entry in the Gazette seems to indicate otherwise. For example if the size of the hordes is 200, former residents is 10. The size of the hordes remains 200, not 210.&lt;br /&gt;
&lt;br /&gt;
If the [[gates]] are closed, the former citizens will always get blocked, no matter whether the town defence is enough to block the hordes. All points of town defence can still be used to block the hordes. The former citizens won't &amp;quot;consume&amp;quot; any point. Take the same example above, if the town defence is exactly 200, all of the hordes will be blocked, with all former residents being blocked.&lt;br /&gt;
&lt;br /&gt;
If the [[gates]] are left open (or destroyed in a devastated town), the former citizens will get through and they will toss a stone in [[the well]] and splash out about 20 {{MetaInline|Water Ration|displayname=Water Rations}} (Note: Water in the bank cannot be destroyed). This can be disastrous. &lt;br /&gt;
&lt;br /&gt;
Also, if normal zombies get through, a random number of zombies will go to a random citizen's [[home]] and attack them. It does not spread evenly. At that time only your home defence will help to block the zombies (1 point of home defense = 1 zombie turned away). If the defence for their house is less than the zombies attacking, they die. If it is the same or more as the zombies attacking, they survive but usually become {{MetaInline|Terrorised}}. &lt;br /&gt;
&lt;br /&gt;
For the very small chance of not getting {{MetaInline|Terrorised}}, the message from the Crow will be as follows:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;You were really sweating last night! You heard them groaning, banging around and yelling outside. Eventually your door gave way and you took refuge under your bed, clutching your remaining possessions, trying not to think about the situation. Then they left... Shaking with fear you eventually came out of your hiding place, grateful that you survived.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Lazy Zombies ===&lt;br /&gt;
Also known as '''lazy zeds'''. Not all zombies make it into the gate will attack citizens all the time. They can sometimes become lazy. &lt;br /&gt;
&lt;br /&gt;
It is an advanced concept which expert players have to learn. If you play around with lazy zombies, you can survive even facing with tremendous number of the Hordes. The technique involved is to make sure only 10 citizens stay inside the town while the rest go out [[camping]], reducing the number of attack zombies. The 10 citizens then upgraded their home to the max. See also [[Endgame Strategy]].&lt;br /&gt;
&lt;br /&gt;
When we have an overflow, the number of zeds attacking the citizen inside depends on how many people stayed inside town. The rest of the overflow zeds become lazy zeds--they wander and don't attack anyone. So if you understand how attack zeds are calculated, then just subtract that from the overflow zeds to find out the lazy zeds.&lt;br /&gt;
&lt;br /&gt;
==== Immunity ====&lt;br /&gt;
The town has various levels of immunity against overflow attack depending on difference situations:&lt;br /&gt;
* On Day 5 or less, most population (perhaps over 70%) of the town is protected and will not be attacked by zombies in case of overflow. This helps to limit carnage in [[towns]] by malicious play (e.g. open gates just before the attack) in early stages.&lt;br /&gt;
* After day 5, if the [[gates]] are open, some population of the town (perhaps about 25%) will not suffer from zombie attack in case of overflow.&lt;br /&gt;
* After day 5, if the [[gates]] are closed and there are more than 25 citizens survived, some population (perhaps 40-60%) of the town will not suffer from zombie attack in case of overflow. This is a measure to prevent a huge number of deaths in just one day.&lt;br /&gt;
** If the same condition but 25 or fewer citizens survived, no immunity exists.&lt;br /&gt;
&lt;br /&gt;
==== Formula ====&lt;br /&gt;
The attack zeds follow this simple formula that reflects the number of citizen inside and the day of overflow:&lt;br /&gt;
&lt;br /&gt;
attack zed = (day + x) * y, &lt;br /&gt;
&lt;br /&gt;
where,&lt;br /&gt;
&lt;br /&gt;
day = day of overflow&lt;br /&gt;
&lt;br /&gt;
x = 1 for day 6 to day 14 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 4 for day 15 to day 18 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 5 for day 19 to 23 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 6 for day 24 or higher &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
y = 10 if citizen # in town is 10 or less &amp;lt;br/&amp;gt;&lt;br /&gt;
y = citizen # if citizen # in town is 11 to 25. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The formula does not work if citizen # is greater than 25 and if day is 5 or less. &lt;br /&gt;
&lt;br /&gt;
If the overflow zed is greater than the predicted attack zed, then the difference becomes the lazy zed seen for that day. If the overflow zed is less than the predicted attack zed, then there will be no lazy zed, ie., all overflow zed will attack.&lt;br /&gt;
&lt;br /&gt;
==Zombies in World Beyond==&lt;br /&gt;
When you explore the {{MetaInline|World Beyond}}, it is very likely you will encounter zombies. Those zombies hang around motionless, scattered around different zones in the {{MetaInline|World Beyond}}, trying to trap incautious citizens that get too close. However they won't make any attempt to attack citizens until {{MetaInline|The Attack}}. After that, they will become particularly violent, searching for citizens to eat.&lt;br /&gt;
&lt;br /&gt;
They won't just go away like the Midnight Zombies after each night. Instead they will spawn more and accumulate each night. If you don't kill them, they will overrun the desert soon enough. But killing them will not cause any effect on the numbers of midnight zombies though. &lt;br /&gt;
&lt;br /&gt;
Don't go outside if you are [[terrorised]]. You are too frightened to kill zombies. Your action will be vastly limited too. You will get [[trapped]] by just 1 zombie. &lt;br /&gt;
&lt;br /&gt;
=== Map ===&lt;br /&gt;
{{Main|Map}}&lt;br /&gt;
&lt;br /&gt;
On the [[map]] in the [[world beyond]], Different color indicate a specific estimated amount of zombies.&lt;br /&gt;
&amp;lt;!-- The info is not correct&lt;br /&gt;
Zones with zombies in them that have been previously explored are colored differently. This is what the colors mean:&lt;br /&gt;
* Dark green means no zed. Dont expect it to last. &lt;br /&gt;
* Light green is one zombie. Avoid if [[terrorised]].&lt;br /&gt;
* Brown is 2-3 zombies. Risky to enter, as you may get stuck.&lt;br /&gt;
* Red is 4-9 zombies. Never enter unless traveling with a small group. Or carrying a bunch of water balloons.&lt;br /&gt;
* Blue is 10-20 zombies. Never enter. Period. Unless, of course, 5 people are carrying an inventory of weapons.&lt;br /&gt;
* Purple 20+ zombies. Dont enter unless you are a moron, or in a tank armed with nukes. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Trapped by Zombies ===&lt;br /&gt;
{{Main|Trapped}}&lt;br /&gt;
&lt;br /&gt;
Zombies in the {{MetaInline|World Beyond}} will not attack you until {{MetaInline|The Attack}}. Instead they can cause you to become [[trapped]], i.e. you cannot be moved out of the zone. &lt;br /&gt;
&lt;br /&gt;
There are various ways of {{MetaInline|Fighting}} these zombies, some better than others, but if you don't kill them somehow then they will quickly start to close in.&lt;br /&gt;
&lt;br /&gt;
=== Zombie Respawn ===&lt;br /&gt;
Each night after the midnight attack, zombies will respawn or not based on the following situations:&lt;br /&gt;
* Empty zones&lt;br /&gt;
** Adjacent zones are empty too: No zombies will spawn.&lt;br /&gt;
** Adjacent zones are infected (have zombies): The zone may spawn 0-4 zombies. The number of zombies in the adjacent zones do not seem to matter. Rather it is the number of adjacent zones which are infected matters. The higher the number of adjacent infected zones, usually the higher the number of spawning is.&lt;br /&gt;
* Zombie zones: 1-2 zombies spawn.&lt;br /&gt;
&lt;br /&gt;
There is one exception to the above which is '''global respawn'''. &lt;br /&gt;
&lt;br /&gt;
The french version of the game has illustrated this concept in depth. Mind you, different versions have some discrepancies in gameplay and mechanisms. You may take a look at [http://translate.googleusercontent.com/translate_c?depth=1&amp;amp;hl=en&amp;amp;rurl=translate.google.com&amp;amp;sl=auto&amp;amp;tl=en&amp;amp;u=http://www.twinpedia.com/hordes/outre-monde/zombies&amp;amp;usg=ALkJrhgRA0NAWdzKmexPIGlNAUy3MVnzxg].&lt;br /&gt;
&lt;br /&gt;
==== Global Respawn ====&lt;br /&gt;
Global Respawn is the situation where zombies will respawn across the entire map randomly if the total population drops below a certain threshold. It is a measure which prevents the elimination of zombies in the {{MetaInline|World Beyond}}.&lt;br /&gt;
&lt;br /&gt;
In [[Season 1]], it is suggested that if the population of the zombies falls under the following threshold, it will trigger global respawn.&lt;br /&gt;
: Threshold = Day number x Map width × 2 (this is the formula for small maps)&lt;br /&gt;
  &lt;br /&gt;
: Threshold = 26 x (day number)(this is the formula for distant maps)&lt;br /&gt;
&lt;br /&gt;
==== Zombie Zoo ====&lt;br /&gt;
Zombie Zoo is an advanced tactics which ensures the citizens can go scavenging more safely by confining all zombies in a specific area.&lt;br /&gt;
&lt;br /&gt;
The tactics involved are as follows. Don't kill zombies in the specific area targeting to be a zoo to keep them all in. Kill the rest who are located in other areas. Zombies only respawn and concentrate in the &amp;quot;zoo&amp;quot; in this way. Citizens can go out scavenging more safely and efficiently in zombie-free zones.&lt;br /&gt;
&lt;br /&gt;
The specific area can't be too small, or you may risk over-killing which will lead to the trigger of global respawn. Your plan will then be ruined. The threshold keeps increasing each day, so the area may have to be adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Zombie Despair ===&lt;br /&gt;
{{Main|Zombie Despair}}&lt;br /&gt;
&lt;br /&gt;
It is an advanced theory which says one zombie dies from despair for every 2 [[Armoury|killed]] in the same zone each night.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* According to the description of {{MetaInline|Sword of Bokor}}, some zombie hordes that assault during the night are lead by a zombie pack leader, in packs of around a hundred.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|fighting_the_hordes_in_the_world_beyond}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Architect%27s_Chest&amp;diff=27325</id>
		<title>Architect's Chest</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Architect%27s_Chest&amp;diff=27325"/>
				<updated>2020-01-24T16:20:13Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Found */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
This chest contains a selection of random documents and obscure intruments (pencils, compass, plastic rulers...). at first sight, nothing of any use to you in the desert.&lt;br /&gt;
&lt;br /&gt;
==Found==&lt;br /&gt;
* On the ground across the {{MetaInline|Map}}:&lt;br /&gt;
** 5 per town.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
You have opened the [[File:item_bplan_box.gif]] [[Architect's Chest]] , you have found the:  &lt;br /&gt;
&lt;br /&gt;
*{{MetaInline|Construction Blueprint (rare)}} inside&lt;br /&gt;
&lt;br /&gt;
{{Containers and Boxes}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Town&amp;diff=27324</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Town&amp;diff=27324"/>
				<updated>2020-01-24T16:19:51Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Small Towns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ruin_1.gif‎‎|thumb|Town as seen in the World Beyond.]]&lt;br /&gt;
&lt;br /&gt;
The Town is definitely the most important place in the world of Die2Nite. Little more than a collection of ramshackle buildings in the middle of nowhere, the town serves as your only shelter against the inclement desert and the hordes of zombies that roam around it. Needless to say, zombies will be attracted to it like moths to a flame, so you'd better be prepared to defend it. As long as it's possible...&lt;br /&gt;
&lt;br /&gt;
Every town contains all these buildings:&lt;br /&gt;
* {{MetaInline|Home|displayname=My House}}&lt;br /&gt;
* {{MetaInline|The Well}}&lt;br /&gt;
* {{MetaInline|The Bank}}&lt;br /&gt;
* {{MetaInline|Citizen|displayname=Citizens}}&lt;br /&gt;
* {{MetaInline|Construction Sites}}&lt;br /&gt;
* {{MetaInline|Town Gates}}&lt;br /&gt;
&lt;br /&gt;
All towns that exist in the game are independent from each other and can't interact between them. Every town has an unique, randomly generated name, its own set of [[forums]], an unique map of the desert around it and will start when 40 citizens arrive to it. There are several types of towns, each with its own rules and difficulty.&lt;br /&gt;
&lt;br /&gt;
== Town Selection ==&lt;br /&gt;
There are always 2 small towns, 3 distant towns, and 1 hardcore town available in the game selection menu. Once 40 citizens fill it, another new town will be created.&lt;br /&gt;
&lt;br /&gt;
Only [[heroes]] can manually select which specific town to jump. However distant towns and hardcore towns have 100 [[Soul Points]] requirement. You cannot jump '''yourself''' if you have not met such requirement.&lt;br /&gt;
&lt;br /&gt;
[[Residents]] can only select to join a random town, or jump to the hardcore town. If you have less than 100 [[Soul Points]], you will automatically jump to a local town when selecting a random town; if 100 [[Soul Points]] or more, distant town. They are unable to select to jump either local or distant towns. Once they achieve 100 [[Soul points]], they also get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment.&lt;br /&gt;
&lt;br /&gt;
However the [[Soul Points]] requirement will be disregarded if you are being pulled in by a [[coalition]] member. A player (no matter residents or heroes) can still play a distant or hardcore town if one can find a coalition which 1 member who does the jump has 100 [[Soul Points]] or more.&lt;br /&gt;
&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns too.&lt;br /&gt;
&lt;br /&gt;
== Small Towns ==&lt;br /&gt;
Small towns are towns made specifically for newbies. They are made to be easier than other kinds of towns. Players with less than 100 [[Soul Points]] will always jump to a local town.&lt;br /&gt;
&lt;br /&gt;
* The map is small - from 12x12 to 14x14 (e.g. [http://die2nite.gamerz.org.uk/town/32195], [http://die2nite.gamerz.org.uk/town/32252], [http://die2nite.gamerz.org.uk/town/32180]), and always has 7 {{MetaInline|Ruins}} and no {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* They start with {{MetaInline|Workshop}}, {{MetaInline|Watchtower}}, and {{MetaInline|Portal Lock}} prebuilt after an update in [[Season 8]] on early Sep 2013.&lt;br /&gt;
* No blueprint is required to build {{MetaInline|Search Tower}} or battlements. In other words they start with its construction project unlocked.&lt;br /&gt;
* The min and max numbers of the &amp;quot;estimated attack size of zombies&amp;quot; is given at the start of each day.&lt;br /&gt;
* There are 5 {{MetaInline|Architect's Chest}} and 2 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* The town can elect a guide and a shaman. The shaman is limited to only one action in the town.&lt;br /&gt;
* There are no souls in a small town. Hammam is a defensive structure only.&lt;br /&gt;
* Heroes can accumulate spiritual guide points if the town makes it past day 8.&lt;br /&gt;
* You cannot attack any citizen if there is no [[ghoul]].&lt;br /&gt;
** ''Steady on there, by all accounts there are no ghouls in town, so there's no need to go smacking people. Mmkay pumpkin?''&lt;br /&gt;
*The odds of being injured in town by another player seem lower than in distant towns. (approx 1 in 8.)&lt;br /&gt;
&lt;br /&gt;
== Distant Towns ==&lt;br /&gt;
Distant towns are the average type of town. It does not have any pre-built buildings or constructions, but doesn't face the penalties of Hardcore towns. 100 [[Soul points]] are required to join a distant town. However players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with 100 [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
* They have larger maps than local towns - from 25x25 to 27x27, and always has 20 {{MetaInline|Ruins}} and 1 {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* There is no pre-built buildings at start.&lt;br /&gt;
* The min and max number of the &amp;quot;estimated attack size of zombies&amp;quot; is unknown at the start of each day. A minimum of scans have to be reached in order to reveal the numbers.&lt;br /&gt;
* There are 5 {{MetaInline|Architect's Chest}} and 2 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* You can attack other citizens in this kind of town for 5{{AP}} to leave them {{MetaInline|Wounded}}. Your target must be with you in town or in the same zone of the desert.&lt;br /&gt;
&lt;br /&gt;
== Hardcore Towns ==&lt;br /&gt;
{{main|Hardcore}}&lt;br /&gt;
&lt;br /&gt;
Hardcore towns are similar to Distant regions, with some differences that make them harder. Unlike Distant region towns and Local towns, only 1 Hardcore town is available at the selection menu for citizens to join. 100 [[Soul points]] are required to join a Hardcore town. Once a player achieves 100 [[Soul points]], they get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment. Players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
Changes which have been stated in the official help page:&lt;br /&gt;
* 23:00 (server time) assaults inflict damage on the town's buildings which will need to be repaired regularly,&lt;br /&gt;
** Defensive constructions are less effective when they are damaged&lt;br /&gt;
* {{MetaInline|Defence|displayname=Defensive Objects}} in the bank can be destroyed during the attack.&lt;br /&gt;
* The chances of survival while {{MetaInline|Camping}} are reduced.&lt;br /&gt;
** The global camping penalty, while unspecified in the help file, is found to be -70%. (confirmed)&lt;br /&gt;
* The chances of dying from an {{MetaInline|Infected|displayname=infection}} at 23:00 (server time) are 75%. (+25%, originally 50%)&lt;br /&gt;
* Initial water reserves are inferior to those of normal towns.&lt;br /&gt;
* The functionality of some external sites in the directory is restricted:&lt;br /&gt;
** Zone information is no longer shown.&lt;br /&gt;
** The town's defense is no longer provided in the XML feed.&lt;br /&gt;
* The Last Man Standing will receive twice as many hero days as well as an additional reward!&lt;br /&gt;
* The chances of {{MetaInline|Wounded|displayname=Wounding}} someone with the assault command are high.&lt;br /&gt;
* This part is always wrong: &amp;quot;From day one, a ghoul is unleashed amongst the citizens!&amp;quot;&lt;br /&gt;
** Despite what the help file says, there is no random ghoul being added to a hardcore town in Die2Nite. It is a feature in the french version Hordes. It was wrongly put into the Die2Nite Help.&lt;br /&gt;
&lt;br /&gt;
Changes which haven't been stated officially:&lt;br /&gt;
* There are 2 {{MetaInline|Explorable Ruins}} instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Private Towns ==&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns.&lt;br /&gt;
&lt;br /&gt;
Private towns allow you to easily play with friends, or to create theme towns.&lt;br /&gt;
&lt;br /&gt;
New features have been added in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|welcome_to_the_town}}&lt;br /&gt;
* {{Help|towns_in_nondistantregions|Towns in Non-distant-regions}}&lt;br /&gt;
* {{Help|hardcore_towns|Hardcore Towns}}&lt;br /&gt;
* {{Help|private_towns|Private towns}}&lt;br /&gt;
* {{Help|devastated_town|Devastated town}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Town| ]][[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Sealed_Architect%27s_Chest&amp;diff=27323</id>
		<title>Sealed Architect's Chest</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Sealed_Architect%27s_Chest&amp;diff=27323"/>
				<updated>2020-01-23T20:04:16Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Found */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
A sealed item much like the {{MetaInline|Safe}} and requires {{AP}} in order to unlock it. Contains a {{MetaInline|Construction Blueprint (very rare!)}}. One question. What moron sealed this shut when he knew very well that people could use it?&lt;br /&gt;
&lt;br /&gt;
==Found==&lt;br /&gt;
* On the ground across the {{MetaInline|Map}}:&lt;br /&gt;
** 2 per non-distant (small map) town,&lt;br /&gt;
** 2 per distant and hardcore town.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
*Use 1 {{AP}} on it to attempt to open it with around 5% chance of success.&lt;br /&gt;
*Contains:&lt;br /&gt;
**{{MetaInline|Construction Blueprint (very rare!)}}&lt;br /&gt;
&lt;br /&gt;
==Use Text==&lt;br /&gt;
If unsuccessful (filler, need confirmation):&lt;br /&gt;
&lt;br /&gt;
: ''You waste precious time looking for the combination to the chest.''&amp;lt;hr/&amp;gt;''You have used '''1 action point'''.''&lt;br /&gt;
&lt;br /&gt;
If successful:&lt;br /&gt;
&lt;br /&gt;
: ''Nice one! '''You have found the secret combination for the chest!'''  The code was 4715... You find the Construction Blueprint (very rare!) inside.''&amp;lt;hr/&amp;gt;''You have used '''1 action point'''.''&lt;br /&gt;
&lt;br /&gt;
{{Containers and Boxes}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Town&amp;diff=27322</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Town&amp;diff=27322"/>
				<updated>2020-01-23T20:03:53Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Small Towns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ruin_1.gif‎‎|thumb|Town as seen in the World Beyond.]]&lt;br /&gt;
&lt;br /&gt;
The Town is definitely the most important place in the world of Die2Nite. Little more than a collection of ramshackle buildings in the middle of nowhere, the town serves as your only shelter against the inclement desert and the hordes of zombies that roam around it. Needless to say, zombies will be attracted to it like moths to a flame, so you'd better be prepared to defend it. As long as it's possible...&lt;br /&gt;
&lt;br /&gt;
Every town contains all these buildings:&lt;br /&gt;
* {{MetaInline|Home|displayname=My House}}&lt;br /&gt;
* {{MetaInline|The Well}}&lt;br /&gt;
* {{MetaInline|The Bank}}&lt;br /&gt;
* {{MetaInline|Citizen|displayname=Citizens}}&lt;br /&gt;
* {{MetaInline|Construction Sites}}&lt;br /&gt;
* {{MetaInline|Town Gates}}&lt;br /&gt;
&lt;br /&gt;
All towns that exist in the game are independent from each other and can't interact between them. Every town has an unique, randomly generated name, its own set of [[forums]], an unique map of the desert around it and will start when 40 citizens arrive to it. There are several types of towns, each with its own rules and difficulty.&lt;br /&gt;
&lt;br /&gt;
== Town Selection ==&lt;br /&gt;
There are always 2 small towns, 3 distant towns, and 1 hardcore town available in the game selection menu. Once 40 citizens fill it, another new town will be created.&lt;br /&gt;
&lt;br /&gt;
Only [[heroes]] can manually select which specific town to jump. However distant towns and hardcore towns have 100 [[Soul Points]] requirement. You cannot jump '''yourself''' if you have not met such requirement.&lt;br /&gt;
&lt;br /&gt;
[[Residents]] can only select to join a random town, or jump to the hardcore town. If you have less than 100 [[Soul Points]], you will automatically jump to a local town when selecting a random town; if 100 [[Soul Points]] or more, distant town. They are unable to select to jump either local or distant towns. Once they achieve 100 [[Soul points]], they also get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment.&lt;br /&gt;
&lt;br /&gt;
However the [[Soul Points]] requirement will be disregarded if you are being pulled in by a [[coalition]] member. A player (no matter residents or heroes) can still play a distant or hardcore town if one can find a coalition which 1 member who does the jump has 100 [[Soul Points]] or more.&lt;br /&gt;
&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns too.&lt;br /&gt;
&lt;br /&gt;
== Small Towns ==&lt;br /&gt;
Small towns are towns made specifically for newbies. They are made to be easier than other kinds of towns. Players with less than 100 [[Soul Points]] will always jump to a local town.&lt;br /&gt;
&lt;br /&gt;
* The map is small - from 12x12 to 14x14 (e.g. [http://die2nite.gamerz.org.uk/town/32195], [http://die2nite.gamerz.org.uk/town/32252], [http://die2nite.gamerz.org.uk/town/32180]), and always has 7 {{MetaInline|Ruins}} and no {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* They start with {{MetaInline|Workshop}}, {{MetaInline|Watchtower}}, and {{MetaInline|Portal Lock}} prebuilt after an update in [[Season 8]] on early Sep 2013.&lt;br /&gt;
* No blueprint is required to build {{MetaInline|Search Tower}} or battlements. In other words they start with its construction project unlocked.&lt;br /&gt;
* The min and max numbers of the &amp;quot;estimated attack size of zombies&amp;quot; is given at the start of each day.&lt;br /&gt;
* There are 3 {{MetaInline|Architect's Chest}} and 2 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 3 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* The town can elect a guide and a shaman. The shaman is limited to only one action in the town.&lt;br /&gt;
* There are no souls in a small town. Hammam is a defensive structure only.&lt;br /&gt;
* Heroes can accumulate spiritual guide points if the town makes it past day 8.&lt;br /&gt;
* You cannot attack any citizen if there is no [[ghoul]].&lt;br /&gt;
** ''Steady on there, by all accounts there are no ghouls in town, so there's no need to go smacking people. Mmkay pumpkin?''&lt;br /&gt;
*The odds of being injured in town by another player seem lower than in distant towns. (approx 1 in 8.)&lt;br /&gt;
&lt;br /&gt;
== Distant Towns ==&lt;br /&gt;
Distant towns are the average type of town. It does not have any pre-built buildings or constructions, but doesn't face the penalties of Hardcore towns. 100 [[Soul points]] are required to join a distant town. However players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with 100 [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
* They have larger maps than local towns - from 25x25 to 27x27, and always has 20 {{MetaInline|Ruins}} and 1 {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* There is no pre-built buildings at start.&lt;br /&gt;
* The min and max number of the &amp;quot;estimated attack size of zombies&amp;quot; is unknown at the start of each day. A minimum of scans have to be reached in order to reveal the numbers.&lt;br /&gt;
* There are 5 {{MetaInline|Architect's Chest}} and 2 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* You can attack other citizens in this kind of town for 5{{AP}} to leave them {{MetaInline|Wounded}}. Your target must be with you in town or in the same zone of the desert.&lt;br /&gt;
&lt;br /&gt;
== Hardcore Towns ==&lt;br /&gt;
{{main|Hardcore}}&lt;br /&gt;
&lt;br /&gt;
Hardcore towns are similar to Distant regions, with some differences that make them harder. Unlike Distant region towns and Local towns, only 1 Hardcore town is available at the selection menu for citizens to join. 100 [[Soul points]] are required to join a Hardcore town. Once a player achieves 100 [[Soul points]], they get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment. Players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
Changes which have been stated in the official help page:&lt;br /&gt;
* 23:00 (server time) assaults inflict damage on the town's buildings which will need to be repaired regularly,&lt;br /&gt;
** Defensive constructions are less effective when they are damaged&lt;br /&gt;
* {{MetaInline|Defence|displayname=Defensive Objects}} in the bank can be destroyed during the attack.&lt;br /&gt;
* The chances of survival while {{MetaInline|Camping}} are reduced.&lt;br /&gt;
** The global camping penalty, while unspecified in the help file, is found to be -70%. (confirmed)&lt;br /&gt;
* The chances of dying from an {{MetaInline|Infected|displayname=infection}} at 23:00 (server time) are 75%. (+25%, originally 50%)&lt;br /&gt;
* Initial water reserves are inferior to those of normal towns.&lt;br /&gt;
* The functionality of some external sites in the directory is restricted:&lt;br /&gt;
** Zone information is no longer shown.&lt;br /&gt;
** The town's defense is no longer provided in the XML feed.&lt;br /&gt;
* The Last Man Standing will receive twice as many hero days as well as an additional reward!&lt;br /&gt;
* The chances of {{MetaInline|Wounded|displayname=Wounding}} someone with the assault command are high.&lt;br /&gt;
* This part is always wrong: &amp;quot;From day one, a ghoul is unleashed amongst the citizens!&amp;quot;&lt;br /&gt;
** Despite what the help file says, there is no random ghoul being added to a hardcore town in Die2Nite. It is a feature in the french version Hordes. It was wrongly put into the Die2Nite Help.&lt;br /&gt;
&lt;br /&gt;
Changes which haven't been stated officially:&lt;br /&gt;
* There are 2 {{MetaInline|Explorable Ruins}} instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Private Towns ==&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns.&lt;br /&gt;
&lt;br /&gt;
Private towns allow you to easily play with friends, or to create theme towns.&lt;br /&gt;
&lt;br /&gt;
New features have been added in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|welcome_to_the_town}}&lt;br /&gt;
* {{Help|towns_in_nondistantregions|Towns in Non-distant-regions}}&lt;br /&gt;
* {{Help|hardcore_towns|Hardcore Towns}}&lt;br /&gt;
* {{Help|private_towns|Private towns}}&lt;br /&gt;
* {{Help|devastated_town|Devastated town}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Town| ]][[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Town&amp;diff=27321</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Town&amp;diff=27321"/>
				<updated>2020-01-23T01:15:37Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Small Towns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ruin_1.gif‎‎|thumb|Town as seen in the World Beyond.]]&lt;br /&gt;
&lt;br /&gt;
The Town is definitely the most important place in the world of Die2Nite. Little more than a collection of ramshackle buildings in the middle of nowhere, the town serves as your only shelter against the inclement desert and the hordes of zombies that roam around it. Needless to say, zombies will be attracted to it like moths to a flame, so you'd better be prepared to defend it. As long as it's possible...&lt;br /&gt;
&lt;br /&gt;
Every town contains all these buildings:&lt;br /&gt;
* {{MetaInline|Home|displayname=My House}}&lt;br /&gt;
* {{MetaInline|The Well}}&lt;br /&gt;
* {{MetaInline|The Bank}}&lt;br /&gt;
* {{MetaInline|Citizen|displayname=Citizens}}&lt;br /&gt;
* {{MetaInline|Construction Sites}}&lt;br /&gt;
* {{MetaInline|Town Gates}}&lt;br /&gt;
&lt;br /&gt;
All towns that exist in the game are independent from each other and can't interact between them. Every town has an unique, randomly generated name, its own set of [[forums]], an unique map of the desert around it and will start when 40 citizens arrive to it. There are several types of towns, each with its own rules and difficulty.&lt;br /&gt;
&lt;br /&gt;
== Town Selection ==&lt;br /&gt;
There are always 2 small towns, 3 distant towns, and 1 hardcore town available in the game selection menu. Once 40 citizens fill it, another new town will be created.&lt;br /&gt;
&lt;br /&gt;
Only [[heroes]] can manually select which specific town to jump. However distant towns and hardcore towns have 100 [[Soul Points]] requirement. You cannot jump '''yourself''' if you have not met such requirement.&lt;br /&gt;
&lt;br /&gt;
[[Residents]] can only select to join a random town, or jump to the hardcore town. If you have less than 100 [[Soul Points]], you will automatically jump to a local town when selecting a random town; if 100 [[Soul Points]] or more, distant town. They are unable to select to jump either local or distant towns. Once they achieve 100 [[Soul points]], they also get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment.&lt;br /&gt;
&lt;br /&gt;
However the [[Soul Points]] requirement will be disregarded if you are being pulled in by a [[coalition]] member. A player (no matter residents or heroes) can still play a distant or hardcore town if one can find a coalition which 1 member who does the jump has 100 [[Soul Points]] or more.&lt;br /&gt;
&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns too.&lt;br /&gt;
&lt;br /&gt;
== Small Towns ==&lt;br /&gt;
Small towns are towns made specifically for newbies. They are made to be easier than other kinds of towns. Players with less than 100 [[Soul Points]] will always jump to a local town.&lt;br /&gt;
&lt;br /&gt;
* The map is small - from 12x12 to 14x14 (e.g. [http://die2nite.gamerz.org.uk/town/32195], [http://die2nite.gamerz.org.uk/town/32252], [http://die2nite.gamerz.org.uk/town/32180]), and always has 7 {{MetaInline|Ruins}} and no {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* They start with {{MetaInline|Workshop}}, {{MetaInline|Watchtower}}, and {{MetaInline|Portal Lock}} prebuilt after an update in [[Season 8]] on early Sep 2013.&lt;br /&gt;
* No blueprint is required to build {{MetaInline|Search Tower}} or battlements. In other words they start with its construction project unlocked.&lt;br /&gt;
* The min and max numbers of the &amp;quot;estimated attack size of zombies&amp;quot; is given at the start of each day.&lt;br /&gt;
* There are 3 {{MetaInline|Architect's Chest}} and 1 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 3 {{MetaInline|Construction_Blueprint_(rare)}} and 1 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* The town can elect a guide and a shaman. The shaman is limited to only one action in the town.&lt;br /&gt;
* There are no souls in a small town. Hammam is a defensive structure only.&lt;br /&gt;
* Heroes can accumulate spiritual guide points if the town makes it past day 8.&lt;br /&gt;
* You cannot attack any citizen if there is no [[ghoul]].&lt;br /&gt;
** ''Steady on there, by all accounts there are no ghouls in town, so there's no need to go smacking people. Mmkay pumpkin?''&lt;br /&gt;
*The odds of being injured in town by another player seem lower than in distant towns. (approx 1 in 8.)&lt;br /&gt;
&lt;br /&gt;
== Distant Towns ==&lt;br /&gt;
Distant towns are the average type of town. It does not have any pre-built buildings or constructions, but doesn't face the penalties of Hardcore towns. 100 [[Soul points]] are required to join a distant town. However players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with 100 [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
* They have larger maps than local towns - from 25x25 to 27x27, and always has 20 {{MetaInline|Ruins}} and 1 {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* There is no pre-built buildings at start.&lt;br /&gt;
* The min and max number of the &amp;quot;estimated attack size of zombies&amp;quot; is unknown at the start of each day. A minimum of scans have to be reached in order to reveal the numbers.&lt;br /&gt;
* There are 5 {{MetaInline|Architect's Chest}} and 2 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* You can attack other citizens in this kind of town for 5{{AP}} to leave them {{MetaInline|Wounded}}. Your target must be with you in town or in the same zone of the desert.&lt;br /&gt;
&lt;br /&gt;
== Hardcore Towns ==&lt;br /&gt;
{{main|Hardcore}}&lt;br /&gt;
&lt;br /&gt;
Hardcore towns are similar to Distant regions, with some differences that make them harder. Unlike Distant region towns and Local towns, only 1 Hardcore town is available at the selection menu for citizens to join. 100 [[Soul points]] are required to join a Hardcore town. Once a player achieves 100 [[Soul points]], they get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment. Players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
Changes which have been stated in the official help page:&lt;br /&gt;
* 23:00 (server time) assaults inflict damage on the town's buildings which will need to be repaired regularly,&lt;br /&gt;
** Defensive constructions are less effective when they are damaged&lt;br /&gt;
* {{MetaInline|Defence|displayname=Defensive Objects}} in the bank can be destroyed during the attack.&lt;br /&gt;
* The chances of survival while {{MetaInline|Camping}} are reduced.&lt;br /&gt;
** The global camping penalty, while unspecified in the help file, is found to be -70%. (confirmed)&lt;br /&gt;
* The chances of dying from an {{MetaInline|Infected|displayname=infection}} at 23:00 (server time) are 75%. (+25%, originally 50%)&lt;br /&gt;
* Initial water reserves are inferior to those of normal towns.&lt;br /&gt;
* The functionality of some external sites in the directory is restricted:&lt;br /&gt;
** Zone information is no longer shown.&lt;br /&gt;
** The town's defense is no longer provided in the XML feed.&lt;br /&gt;
* The Last Man Standing will receive twice as many hero days as well as an additional reward!&lt;br /&gt;
* The chances of {{MetaInline|Wounded|displayname=Wounding}} someone with the assault command are high.&lt;br /&gt;
* This part is always wrong: &amp;quot;From day one, a ghoul is unleashed amongst the citizens!&amp;quot;&lt;br /&gt;
** Despite what the help file says, there is no random ghoul being added to a hardcore town in Die2Nite. It is a feature in the french version Hordes. It was wrongly put into the Die2Nite Help.&lt;br /&gt;
&lt;br /&gt;
Changes which haven't been stated officially:&lt;br /&gt;
* There are 2 {{MetaInline|Explorable Ruins}} instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Private Towns ==&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns.&lt;br /&gt;
&lt;br /&gt;
Private towns allow you to easily play with friends, or to create theme towns.&lt;br /&gt;
&lt;br /&gt;
New features have been added in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|welcome_to_the_town}}&lt;br /&gt;
* {{Help|towns_in_nondistantregions|Towns in Non-distant-regions}}&lt;br /&gt;
* {{Help|hardcore_towns|Hardcore Towns}}&lt;br /&gt;
* {{Help|private_towns|Private towns}}&lt;br /&gt;
* {{Help|devastated_town|Devastated town}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Town| ]][[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Town&amp;diff=27320</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Town&amp;diff=27320"/>
				<updated>2020-01-23T01:08:41Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Local Towns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ruin_1.gif‎‎|thumb|Town as seen in the World Beyond.]]&lt;br /&gt;
&lt;br /&gt;
The Town is definitely the most important place in the world of Die2Nite. Little more than a collection of ramshackle buildings in the middle of nowhere, the town serves as your only shelter against the inclement desert and the hordes of zombies that roam around it. Needless to say, zombies will be attracted to it like moths to a flame, so you'd better be prepared to defend it. As long as it's possible...&lt;br /&gt;
&lt;br /&gt;
Every town contains all these buildings:&lt;br /&gt;
* {{MetaInline|Home|displayname=My House}}&lt;br /&gt;
* {{MetaInline|The Well}}&lt;br /&gt;
* {{MetaInline|The Bank}}&lt;br /&gt;
* {{MetaInline|Citizen|displayname=Citizens}}&lt;br /&gt;
* {{MetaInline|Construction Sites}}&lt;br /&gt;
* {{MetaInline|Town Gates}}&lt;br /&gt;
&lt;br /&gt;
All towns that exist in the game are independent from each other and can't interact between them. Every town has an unique, randomly generated name, its own set of [[forums]], an unique map of the desert around it and will start when 40 citizens arrive to it. There are several types of towns, each with its own rules and difficulty.&lt;br /&gt;
&lt;br /&gt;
== Town Selection ==&lt;br /&gt;
There are always 2 small towns, 3 distant towns, and 1 hardcore town available in the game selection menu. Once 40 citizens fill it, another new town will be created.&lt;br /&gt;
&lt;br /&gt;
Only [[heroes]] can manually select which specific town to jump. However distant towns and hardcore towns have 100 [[Soul Points]] requirement. You cannot jump '''yourself''' if you have not met such requirement.&lt;br /&gt;
&lt;br /&gt;
[[Residents]] can only select to join a random town, or jump to the hardcore town. If you have less than 100 [[Soul Points]], you will automatically jump to a local town when selecting a random town; if 100 [[Soul Points]] or more, distant town. They are unable to select to jump either local or distant towns. Once they achieve 100 [[Soul points]], they also get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment.&lt;br /&gt;
&lt;br /&gt;
However the [[Soul Points]] requirement will be disregarded if you are being pulled in by a [[coalition]] member. A player (no matter residents or heroes) can still play a distant or hardcore town if one can find a coalition which 1 member who does the jump has 100 [[Soul Points]] or more.&lt;br /&gt;
&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns too.&lt;br /&gt;
&lt;br /&gt;
== Small Towns ==&lt;br /&gt;
Small towns are towns made specifically for newbies. They are made to be easier than other kinds of towns. Players with less than 100 [[Soul Points]] will always jump to a local town.&lt;br /&gt;
&lt;br /&gt;
* The map is small - from 12x12 to 14x14 (e.g. [http://die2nite.gamerz.org.uk/town/32195], [http://die2nite.gamerz.org.uk/town/32252], [http://die2nite.gamerz.org.uk/town/32180]), and always has 7 {{MetaInline|Ruins}} and no {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* They start with {{MetaInline|Workshop}}, {{MetaInline|Watchtower}}, and {{MetaInline|Portal Lock}} prebuilt after an update in [[Season 8]] on early Sep 2013.&lt;br /&gt;
* No blueprint is required to build {{MetaInline|Search Tower}} or battlements. In other words they start with its construction project unlocked.&lt;br /&gt;
* The min and max numbers of the &amp;quot;estimated attack size of zombies&amp;quot; is given at the start of each day.&lt;br /&gt;
* There are 3 {{MetaInline|Architect's Chest}} and 1 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 3 {{MetaInline|Construction_Blueprint_(rare)}} and 1 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* The town can elect a guide and a shaman. The shaman is limited to only one action in the town.&lt;br /&gt;
* There are no souls in a small town. Hammam is a defensive structure only.&lt;br /&gt;
* Camping odds are easier.&lt;br /&gt;
* Heroes can accumulate spiritual guide points if the town makes it past day 8.&lt;br /&gt;
* You cannot attack any citizen if there is no [[ghoul]].&lt;br /&gt;
** ''Steady on there, by all accounts there are no ghouls in town, so there's no need to go smacking people. Mmkay pumpkin?''&lt;br /&gt;
*The odds of being injured in town by another player seem lower than in distant towns. (approx 1 in 8.)&lt;br /&gt;
&lt;br /&gt;
== Distant Towns ==&lt;br /&gt;
Distant towns are the average type of town. It does not have any pre-built buildings or constructions, but doesn't face the penalties of Hardcore towns. 100 [[Soul points]] are required to join a distant town. However players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with 100 [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
* They have larger maps than local towns - from 25x25 to 27x27, and always has 20 {{MetaInline|Ruins}} and 1 {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* There is no pre-built buildings at start.&lt;br /&gt;
* The min and max number of the &amp;quot;estimated attack size of zombies&amp;quot; is unknown at the start of each day. A minimum of scans have to be reached in order to reveal the numbers.&lt;br /&gt;
* There are 5 {{MetaInline|Architect's Chest}} and 2 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* You can attack other citizens in this kind of town for 5{{AP}} to leave them {{MetaInline|Wounded}}. Your target must be with you in town or in the same zone of the desert.&lt;br /&gt;
&lt;br /&gt;
== Hardcore Towns ==&lt;br /&gt;
{{main|Hardcore}}&lt;br /&gt;
&lt;br /&gt;
Hardcore towns are similar to Distant regions, with some differences that make them harder. Unlike Distant region towns and Local towns, only 1 Hardcore town is available at the selection menu for citizens to join. 100 [[Soul points]] are required to join a Hardcore town. Once a player achieves 100 [[Soul points]], they get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment. Players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
Changes which have been stated in the official help page:&lt;br /&gt;
* 23:00 (server time) assaults inflict damage on the town's buildings which will need to be repaired regularly,&lt;br /&gt;
** Defensive constructions are less effective when they are damaged&lt;br /&gt;
* {{MetaInline|Defence|displayname=Defensive Objects}} in the bank can be destroyed during the attack.&lt;br /&gt;
* The chances of survival while {{MetaInline|Camping}} are reduced.&lt;br /&gt;
** The global camping penalty, while unspecified in the help file, is found to be -70%. (confirmed)&lt;br /&gt;
* The chances of dying from an {{MetaInline|Infected|displayname=infection}} at 23:00 (server time) are 75%. (+25%, originally 50%)&lt;br /&gt;
* Initial water reserves are inferior to those of normal towns.&lt;br /&gt;
* The functionality of some external sites in the directory is restricted:&lt;br /&gt;
** Zone information is no longer shown.&lt;br /&gt;
** The town's defense is no longer provided in the XML feed.&lt;br /&gt;
* The Last Man Standing will receive twice as many hero days as well as an additional reward!&lt;br /&gt;
* The chances of {{MetaInline|Wounded|displayname=Wounding}} someone with the assault command are high.&lt;br /&gt;
* This part is always wrong: &amp;quot;From day one, a ghoul is unleashed amongst the citizens!&amp;quot;&lt;br /&gt;
** Despite what the help file says, there is no random ghoul being added to a hardcore town in Die2Nite. It is a feature in the french version Hordes. It was wrongly put into the Die2Nite Help.&lt;br /&gt;
&lt;br /&gt;
Changes which haven't been stated officially:&lt;br /&gt;
* There are 2 {{MetaInline|Explorable Ruins}} instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Private Towns ==&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns.&lt;br /&gt;
&lt;br /&gt;
Private towns allow you to easily play with friends, or to create theme towns.&lt;br /&gt;
&lt;br /&gt;
New features have been added in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|welcome_to_the_town}}&lt;br /&gt;
* {{Help|towns_in_nondistantregions|Towns in Non-distant-regions}}&lt;br /&gt;
* {{Help|hardcore_towns|Hardcore Towns}}&lt;br /&gt;
* {{Help|private_towns|Private towns}}&lt;br /&gt;
* {{Help|devastated_town|Devastated town}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Town| ]][[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Town&amp;diff=27319</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Town&amp;diff=27319"/>
				<updated>2020-01-23T01:06:13Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Local Towns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ruin_1.gif‎‎|thumb|Town as seen in the World Beyond.]]&lt;br /&gt;
&lt;br /&gt;
The Town is definitely the most important place in the world of Die2Nite. Little more than a collection of ramshackle buildings in the middle of nowhere, the town serves as your only shelter against the inclement desert and the hordes of zombies that roam around it. Needless to say, zombies will be attracted to it like moths to a flame, so you'd better be prepared to defend it. As long as it's possible...&lt;br /&gt;
&lt;br /&gt;
Every town contains all these buildings:&lt;br /&gt;
* {{MetaInline|Home|displayname=My House}}&lt;br /&gt;
* {{MetaInline|The Well}}&lt;br /&gt;
* {{MetaInline|The Bank}}&lt;br /&gt;
* {{MetaInline|Citizen|displayname=Citizens}}&lt;br /&gt;
* {{MetaInline|Construction Sites}}&lt;br /&gt;
* {{MetaInline|Town Gates}}&lt;br /&gt;
&lt;br /&gt;
All towns that exist in the game are independent from each other and can't interact between them. Every town has an unique, randomly generated name, its own set of [[forums]], an unique map of the desert around it and will start when 40 citizens arrive to it. There are several types of towns, each with its own rules and difficulty.&lt;br /&gt;
&lt;br /&gt;
== Town Selection ==&lt;br /&gt;
There are always 2 small towns, 3 distant towns, and 1 hardcore town available in the game selection menu. Once 40 citizens fill it, another new town will be created.&lt;br /&gt;
&lt;br /&gt;
Only [[heroes]] can manually select which specific town to jump. However distant towns and hardcore towns have 100 [[Soul Points]] requirement. You cannot jump '''yourself''' if you have not met such requirement.&lt;br /&gt;
&lt;br /&gt;
[[Residents]] can only select to join a random town, or jump to the hardcore town. If you have less than 100 [[Soul Points]], you will automatically jump to a local town when selecting a random town; if 100 [[Soul Points]] or more, distant town. They are unable to select to jump either local or distant towns. Once they achieve 100 [[Soul points]], they also get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment.&lt;br /&gt;
&lt;br /&gt;
However the [[Soul Points]] requirement will be disregarded if you are being pulled in by a [[coalition]] member. A player (no matter residents or heroes) can still play a distant or hardcore town if one can find a coalition which 1 member who does the jump has 100 [[Soul Points]] or more.&lt;br /&gt;
&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns too.&lt;br /&gt;
&lt;br /&gt;
== Local Towns ==&lt;br /&gt;
Local towns are towns made specifically for newbies. They are made to be easier than other kinds of towns. Players with less than 100 [[Soul Points]] will always jump to a local town.&lt;br /&gt;
&lt;br /&gt;
* The map is small - from 12x12 to 14x14 (e.g. [http://die2nite.gamerz.org.uk/town/32195], [http://die2nite.gamerz.org.uk/town/32252], [http://die2nite.gamerz.org.uk/town/32180]), and always has 7 {{MetaInline|Ruins}} and no {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* They start with {{MetaInline|Workshop}}, {{MetaInline|Watchtower}}, and {{MetaInline|Portal Lock}} prebuilt after an update in [[Season 8]] on early Sep 2013.&lt;br /&gt;
* No blueprint is required to build {{MetaInline|Search Tower}} or battlements. In other words they start with its construction project unlocked.&lt;br /&gt;
* The min and max numbers of the &amp;quot;estimated attack size of zombies&amp;quot; is given at the start of each day.&lt;br /&gt;
* There are 3 {{MetaInline|Architect's Chest}} and 1 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 3 {{MetaInline|Construction_Blueprint_(rare)}} and 1 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* The town can elect a guide and a shaman. The shaman is limited to only one action in the town.&lt;br /&gt;
* There are no souls in a local town. Hammam is a defensive structure only.&lt;br /&gt;
* Camping odds are easier.&lt;br /&gt;
* Heroes can accumulate spiritual guide points if the town makes it past day 8.&lt;br /&gt;
* You cannot attack any citizen if there is no [[ghoul]].&lt;br /&gt;
** ''Steady on there, by all accounts there are no ghouls in town, so there's no need to go smacking people. Mmkay pumpkin?''&lt;br /&gt;
*The odds of being injured in town by another player seem lower than in distant towns. (approx 1 in 8.)&lt;br /&gt;
&lt;br /&gt;
== Distant Towns ==&lt;br /&gt;
Distant towns are the average type of town. It does not have any pre-built buildings or constructions, but doesn't face the penalties of Hardcore towns. 100 [[Soul points]] are required to join a distant town. However players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with 100 [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
* They have larger maps than local towns - from 25x25 to 27x27, and always has 20 {{MetaInline|Ruins}} and 1 {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* There is no pre-built buildings at start.&lt;br /&gt;
* The min and max number of the &amp;quot;estimated attack size of zombies&amp;quot; is unknown at the start of each day. A minimum of scans have to be reached in order to reveal the numbers.&lt;br /&gt;
* There are 5 {{MetaInline|Architect's Chest}} and 2 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* You can attack other citizens in this kind of town for 5{{AP}} to leave them {{MetaInline|Wounded}}. Your target must be with you in town or in the same zone of the desert.&lt;br /&gt;
&lt;br /&gt;
== Hardcore Towns ==&lt;br /&gt;
{{main|Hardcore}}&lt;br /&gt;
&lt;br /&gt;
Hardcore towns are similar to Distant regions, with some differences that make them harder. Unlike Distant region towns and Local towns, only 1 Hardcore town is available at the selection menu for citizens to join. 100 [[Soul points]] are required to join a Hardcore town. Once a player achieves 100 [[Soul points]], they get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment. Players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
Changes which have been stated in the official help page:&lt;br /&gt;
* 23:00 (server time) assaults inflict damage on the town's buildings which will need to be repaired regularly,&lt;br /&gt;
** Defensive constructions are less effective when they are damaged&lt;br /&gt;
* {{MetaInline|Defence|displayname=Defensive Objects}} in the bank can be destroyed during the attack.&lt;br /&gt;
* The chances of survival while {{MetaInline|Camping}} are reduced.&lt;br /&gt;
** The global camping penalty, while unspecified in the help file, is found to be -70%. (confirmed)&lt;br /&gt;
* The chances of dying from an {{MetaInline|Infected|displayname=infection}} at 23:00 (server time) are 75%. (+25%, originally 50%)&lt;br /&gt;
* Initial water reserves are inferior to those of normal towns.&lt;br /&gt;
* The functionality of some external sites in the directory is restricted:&lt;br /&gt;
** Zone information is no longer shown.&lt;br /&gt;
** The town's defense is no longer provided in the XML feed.&lt;br /&gt;
* The Last Man Standing will receive twice as many hero days as well as an additional reward!&lt;br /&gt;
* The chances of {{MetaInline|Wounded|displayname=Wounding}} someone with the assault command are high.&lt;br /&gt;
* This part is always wrong: &amp;quot;From day one, a ghoul is unleashed amongst the citizens!&amp;quot;&lt;br /&gt;
** Despite what the help file says, there is no random ghoul being added to a hardcore town in Die2Nite. It is a feature in the french version Hordes. It was wrongly put into the Die2Nite Help.&lt;br /&gt;
&lt;br /&gt;
Changes which haven't been stated officially:&lt;br /&gt;
* There are 2 {{MetaInline|Explorable Ruins}} instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Private Towns ==&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns.&lt;br /&gt;
&lt;br /&gt;
Private towns allow you to easily play with friends, or to create theme towns.&lt;br /&gt;
&lt;br /&gt;
New features have been added in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|welcome_to_the_town}}&lt;br /&gt;
* {{Help|towns_in_nondistantregions|Towns in Non-distant-regions}}&lt;br /&gt;
* {{Help|hardcore_towns|Hardcore Towns}}&lt;br /&gt;
* {{Help|private_towns|Private towns}}&lt;br /&gt;
* {{Help|devastated_town|Devastated town}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Town| ]][[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Town&amp;diff=27318</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Town&amp;diff=27318"/>
				<updated>2020-01-23T01:04:52Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Local Towns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ruin_1.gif‎‎|thumb|Town as seen in the World Beyond.]]&lt;br /&gt;
&lt;br /&gt;
The Town is definitely the most important place in the world of Die2Nite. Little more than a collection of ramshackle buildings in the middle of nowhere, the town serves as your only shelter against the inclement desert and the hordes of zombies that roam around it. Needless to say, zombies will be attracted to it like moths to a flame, so you'd better be prepared to defend it. As long as it's possible...&lt;br /&gt;
&lt;br /&gt;
Every town contains all these buildings:&lt;br /&gt;
* {{MetaInline|Home|displayname=My House}}&lt;br /&gt;
* {{MetaInline|The Well}}&lt;br /&gt;
* {{MetaInline|The Bank}}&lt;br /&gt;
* {{MetaInline|Citizen|displayname=Citizens}}&lt;br /&gt;
* {{MetaInline|Construction Sites}}&lt;br /&gt;
* {{MetaInline|Town Gates}}&lt;br /&gt;
&lt;br /&gt;
All towns that exist in the game are independent from each other and can't interact between them. Every town has an unique, randomly generated name, its own set of [[forums]], an unique map of the desert around it and will start when 40 citizens arrive to it. There are several types of towns, each with its own rules and difficulty.&lt;br /&gt;
&lt;br /&gt;
== Town Selection ==&lt;br /&gt;
There are always 2 small towns, 3 distant towns, and 1 hardcore town available in the game selection menu. Once 40 citizens fill it, another new town will be created.&lt;br /&gt;
&lt;br /&gt;
Only [[heroes]] can manually select which specific town to jump. However distant towns and hardcore towns have 100 [[Soul Points]] requirement. You cannot jump '''yourself''' if you have not met such requirement.&lt;br /&gt;
&lt;br /&gt;
[[Residents]] can only select to join a random town, or jump to the hardcore town. If you have less than 100 [[Soul Points]], you will automatically jump to a local town when selecting a random town; if 100 [[Soul Points]] or more, distant town. They are unable to select to jump either local or distant towns. Once they achieve 100 [[Soul points]], they also get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment.&lt;br /&gt;
&lt;br /&gt;
However the [[Soul Points]] requirement will be disregarded if you are being pulled in by a [[coalition]] member. A player (no matter residents or heroes) can still play a distant or hardcore town if one can find a coalition which 1 member who does the jump has 100 [[Soul Points]] or more.&lt;br /&gt;
&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns too.&lt;br /&gt;
&lt;br /&gt;
== Local Towns ==&lt;br /&gt;
Local towns are towns made specifically for newbies. They are made to be easier than other kinds of towns. Players with less than 100 [[Soul Points]] will always jump to a local town.&lt;br /&gt;
&lt;br /&gt;
* The map is small - from 12x12 to 14x14 (e.g. [http://die2nite.gamerz.org.uk/town/32195], [http://die2nite.gamerz.org.uk/town/32252], [http://die2nite.gamerz.org.uk/town/32180]), and always has 7 {{MetaInline|Ruins}} and no {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* They start with {{MetaInline|Workshop}}, {{MetaInline|Watchtower}}, and {{MetaInline|Portal Lock}} prebuilt after an update in [[Season 8]] on early Sep 2013.&lt;br /&gt;
* No blueprint is required to build {{MetaInline|Search Tower}} or battlements. In other words they start with its construction project unlocked.&lt;br /&gt;
* The min and max numbers of the &amp;quot;estimated attack size of zombies&amp;quot; is given at the start of each day.&lt;br /&gt;
* There are 3 {{MetaInline|Architect's Chest}} and 1 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* The town can elect a guide and a shaman. The shaman is limited to only one action in the town.&lt;br /&gt;
* There are no souls in a local town. Hammam is a defensive structure only.&lt;br /&gt;
* Camping odds are easier.&lt;br /&gt;
* Heroes can accumulate spiritual guide points if the town makes it past day 8.&lt;br /&gt;
* You cannot attack any citizen if there is no [[ghoul]].&lt;br /&gt;
** ''Steady on there, by all accounts there are no ghouls in town, so there's no need to go smacking people. Mmkay pumpkin?''&lt;br /&gt;
*The odds of being injured in town by another player seem lower than in distant towns. (approx 1 in 8.)&lt;br /&gt;
&lt;br /&gt;
== Distant Towns ==&lt;br /&gt;
Distant towns are the average type of town. It does not have any pre-built buildings or constructions, but doesn't face the penalties of Hardcore towns. 100 [[Soul points]] are required to join a distant town. However players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with 100 [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
* They have larger maps than local towns - from 25x25 to 27x27, and always has 20 {{MetaInline|Ruins}} and 1 {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* There is no pre-built buildings at start.&lt;br /&gt;
* The min and max number of the &amp;quot;estimated attack size of zombies&amp;quot; is unknown at the start of each day. A minimum of scans have to be reached in order to reveal the numbers.&lt;br /&gt;
* There are 5 {{MetaInline|Architect's Chest}} and 2 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* You can attack other citizens in this kind of town for 5{{AP}} to leave them {{MetaInline|Wounded}}. Your target must be with you in town or in the same zone of the desert.&lt;br /&gt;
&lt;br /&gt;
== Hardcore Towns ==&lt;br /&gt;
{{main|Hardcore}}&lt;br /&gt;
&lt;br /&gt;
Hardcore towns are similar to Distant regions, with some differences that make them harder. Unlike Distant region towns and Local towns, only 1 Hardcore town is available at the selection menu for citizens to join. 100 [[Soul points]] are required to join a Hardcore town. Once a player achieves 100 [[Soul points]], they get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment. Players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
Changes which have been stated in the official help page:&lt;br /&gt;
* 23:00 (server time) assaults inflict damage on the town's buildings which will need to be repaired regularly,&lt;br /&gt;
** Defensive constructions are less effective when they are damaged&lt;br /&gt;
* {{MetaInline|Defence|displayname=Defensive Objects}} in the bank can be destroyed during the attack.&lt;br /&gt;
* The chances of survival while {{MetaInline|Camping}} are reduced.&lt;br /&gt;
** The global camping penalty, while unspecified in the help file, is found to be -70%. (confirmed)&lt;br /&gt;
* The chances of dying from an {{MetaInline|Infected|displayname=infection}} at 23:00 (server time) are 75%. (+25%, originally 50%)&lt;br /&gt;
* Initial water reserves are inferior to those of normal towns.&lt;br /&gt;
* The functionality of some external sites in the directory is restricted:&lt;br /&gt;
** Zone information is no longer shown.&lt;br /&gt;
** The town's defense is no longer provided in the XML feed.&lt;br /&gt;
* The Last Man Standing will receive twice as many hero days as well as an additional reward!&lt;br /&gt;
* The chances of {{MetaInline|Wounded|displayname=Wounding}} someone with the assault command are high.&lt;br /&gt;
* This part is always wrong: &amp;quot;From day one, a ghoul is unleashed amongst the citizens!&amp;quot;&lt;br /&gt;
** Despite what the help file says, there is no random ghoul being added to a hardcore town in Die2Nite. It is a feature in the french version Hordes. It was wrongly put into the Die2Nite Help.&lt;br /&gt;
&lt;br /&gt;
Changes which haven't been stated officially:&lt;br /&gt;
* There are 2 {{MetaInline|Explorable Ruins}} instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Private Towns ==&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns.&lt;br /&gt;
&lt;br /&gt;
Private towns allow you to easily play with friends, or to create theme towns.&lt;br /&gt;
&lt;br /&gt;
New features have been added in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|welcome_to_the_town}}&lt;br /&gt;
* {{Help|towns_in_nondistantregions|Towns in Non-distant-regions}}&lt;br /&gt;
* {{Help|hardcore_towns|Hardcore Towns}}&lt;br /&gt;
* {{Help|private_towns|Private towns}}&lt;br /&gt;
* {{Help|devastated_town|Devastated town}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Town| ]][[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Town&amp;diff=27317</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Town&amp;diff=27317"/>
				<updated>2020-01-21T22:28:21Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Local Towns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ruin_1.gif‎‎|thumb|Town as seen in the World Beyond.]]&lt;br /&gt;
&lt;br /&gt;
The Town is definitely the most important place in the world of Die2Nite. Little more than a collection of ramshackle buildings in the middle of nowhere, the town serves as your only shelter against the inclement desert and the hordes of zombies that roam around it. Needless to say, zombies will be attracted to it like moths to a flame, so you'd better be prepared to defend it. As long as it's possible...&lt;br /&gt;
&lt;br /&gt;
Every town contains all these buildings:&lt;br /&gt;
* {{MetaInline|Home|displayname=My House}}&lt;br /&gt;
* {{MetaInline|The Well}}&lt;br /&gt;
* {{MetaInline|The Bank}}&lt;br /&gt;
* {{MetaInline|Citizen|displayname=Citizens}}&lt;br /&gt;
* {{MetaInline|Construction Sites}}&lt;br /&gt;
* {{MetaInline|Town Gates}}&lt;br /&gt;
&lt;br /&gt;
All towns that exist in the game are independent from each other and can't interact between them. Every town has an unique, randomly generated name, its own set of [[forums]], an unique map of the desert around it and will start when 40 citizens arrive to it. There are several types of towns, each with its own rules and difficulty.&lt;br /&gt;
&lt;br /&gt;
== Town Selection ==&lt;br /&gt;
There are always 2 small towns, 3 distant towns, and 1 hardcore town available in the game selection menu. Once 40 citizens fill it, another new town will be created.&lt;br /&gt;
&lt;br /&gt;
Only [[heroes]] can manually select which specific town to jump. However distant towns and hardcore towns have 100 [[Soul Points]] requirement. You cannot jump '''yourself''' if you have not met such requirement.&lt;br /&gt;
&lt;br /&gt;
[[Residents]] can only select to join a random town, or jump to the hardcore town. If you have less than 100 [[Soul Points]], you will automatically jump to a local town when selecting a random town; if 100 [[Soul Points]] or more, distant town. They are unable to select to jump either local or distant towns. Once they achieve 100 [[Soul points]], they also get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment.&lt;br /&gt;
&lt;br /&gt;
However the [[Soul Points]] requirement will be disregarded if you are being pulled in by a [[coalition]] member. A player (no matter residents or heroes) can still play a distant or hardcore town if one can find a coalition which 1 member who does the jump has 100 [[Soul Points]] or more.&lt;br /&gt;
&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns too.&lt;br /&gt;
&lt;br /&gt;
== Local Towns ==&lt;br /&gt;
Local towns are towns made specifically for newbies. They are made to be easier than other kinds of towns. Players with less than 100 [[Soul Points]] will always jump to a local town.&lt;br /&gt;
&lt;br /&gt;
* The map is small - from 12x12 to 14x14 (e.g. [http://die2nite.gamerz.org.uk/town/32195], [http://die2nite.gamerz.org.uk/town/32252], [http://die2nite.gamerz.org.uk/town/32180]), and always has 7 {{MetaInline|Ruins}} and no {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* They start with {{MetaInline|Workshop}}, {{MetaInline|Watchtower}}, and {{MetaInline|Portal Lock}} prebuilt after an update in [[Season 8]] on early Sep 2013.&lt;br /&gt;
* No blueprint is required to build {{MetaInline|Search Tower}} or battlements. In other words they start with its construction project unlocked.&lt;br /&gt;
* The min and max numbers of the &amp;quot;estimated attack size of zombies&amp;quot; is given at the start of each day.&lt;br /&gt;
* There are 5 {{MetaInline|Architect's Chest}} and 2 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* The town can elect a guide and a shaman. The shaman is limited to only one action in the town.&lt;br /&gt;
* There are no souls in a local town. Hammam is a defensive structure only.&lt;br /&gt;
* Camping odds are easier.&lt;br /&gt;
* Heroes can accumulate spiritual guide points if the town makes it past day 8.&lt;br /&gt;
* You cannot attack any citizen if there is no [[ghoul]].&lt;br /&gt;
** ''Steady on there, by all accounts there are no ghouls in town, so there's no need to go smacking people. Mmkay pumpkin?''&lt;br /&gt;
*The odds of being injured in town by another player seem lower than in distant towns. (approx 1 in 8.)&lt;br /&gt;
&lt;br /&gt;
== Distant Towns ==&lt;br /&gt;
Distant towns are the average type of town. It does not have any pre-built buildings or constructions, but doesn't face the penalties of Hardcore towns. 100 [[Soul points]] are required to join a distant town. However players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with 100 [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
* They have larger maps than local towns - from 25x25 to 27x27, and always has 20 {{MetaInline|Ruins}} and 1 {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}.&lt;br /&gt;
* There is no pre-built buildings at start.&lt;br /&gt;
* The min and max number of the &amp;quot;estimated attack size of zombies&amp;quot; is unknown at the start of each day. A minimum of scans have to be reached in order to reveal the numbers.&lt;br /&gt;
* There are 5 {{MetaInline|Architect's Chest}} and 2 {{MetaInline|Sealed Architect's Chest}} hidden on random zones in the {{MetaInline|World Beyond}}, of which you can get 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} respectively.&lt;br /&gt;
* You can attack other citizens in this kind of town for 5{{AP}} to leave them {{MetaInline|Wounded}}. Your target must be with you in town or in the same zone of the desert.&lt;br /&gt;
&lt;br /&gt;
== Hardcore Towns ==&lt;br /&gt;
{{main|Hardcore}}&lt;br /&gt;
&lt;br /&gt;
Hardcore towns are similar to Distant regions, with some differences that make them harder. Unlike Distant region towns and Local towns, only 1 Hardcore town is available at the selection menu for citizens to join. 100 [[Soul points]] are required to join a Hardcore town. Once a player achieves 100 [[Soul points]], they get the option &amp;quot;Let me in! I'm Hardcore!&amp;quot; which let them join the Hardcore town available at that moment. Players with less than 100 [[Soul Points]] can still join if they are being pulled in by a [[coalition]] member with [[Soul points]] or higher.&lt;br /&gt;
&lt;br /&gt;
Changes which have been stated in the official help page:&lt;br /&gt;
* 23:00 (server time) assaults inflict damage on the town's buildings which will need to be repaired regularly,&lt;br /&gt;
** Defensive constructions are less effective when they are damaged&lt;br /&gt;
* {{MetaInline|Defence|displayname=Defensive Objects}} in the bank can be destroyed during the attack.&lt;br /&gt;
* The chances of survival while {{MetaInline|Camping}} are reduced.&lt;br /&gt;
** The global camping penalty, while unspecified in the help file, is found to be -70%. (confirmed)&lt;br /&gt;
* The chances of dying from an {{MetaInline|Infected|displayname=infection}} at 23:00 (server time) are 75%. (+25%, originally 50%)&lt;br /&gt;
* Initial water reserves are inferior to those of normal towns.&lt;br /&gt;
* The functionality of some external sites in the directory is restricted:&lt;br /&gt;
** Zone information is no longer shown.&lt;br /&gt;
** The town's defense is no longer provided in the XML feed.&lt;br /&gt;
* The Last Man Standing will receive twice as many hero days as well as an additional reward!&lt;br /&gt;
* The chances of {{MetaInline|Wounded|displayname=Wounding}} someone with the assault command are high.&lt;br /&gt;
* This part is always wrong: &amp;quot;From day one, a ghoul is unleashed amongst the citizens!&amp;quot;&lt;br /&gt;
** Despite what the help file says, there is no random ghoul being added to a hardcore town in Die2Nite. It is a feature in the french version Hordes. It was wrongly put into the Die2Nite Help.&lt;br /&gt;
&lt;br /&gt;
Changes which haven't been stated officially:&lt;br /&gt;
* There are 2 {{MetaInline|Explorable Ruins}} instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Private Towns ==&lt;br /&gt;
[[Heroes]] who have unlocked [[Mayor]] skills can create private towns.&lt;br /&gt;
&lt;br /&gt;
Private towns allow you to easily play with friends, or to create theme towns.&lt;br /&gt;
&lt;br /&gt;
New features have been added in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|welcome_to_the_town}}&lt;br /&gt;
* {{Help|towns_in_nondistantregions|Towns in Non-distant-regions}}&lt;br /&gt;
* {{Help|hardcore_towns|Hardcore Towns}}&lt;br /&gt;
* {{Help|private_towns|Private towns}}&lt;br /&gt;
* {{Help|devastated_town|Devastated town}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Town| ]][[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Status_Effects&amp;diff=27316</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Status_Effects&amp;diff=27316"/>
				<updated>2020-01-19T02:48:42Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Midnight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wondering if being {{MetaInline|Drugged}} will affect you in any way? Or if being a {{MetaInline|Learned Camper}} does anything? Check here for what you want to know then!&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
*{{MetaInline|Status Effects}} change what the {{MetaInline|Citizen}} is able to do and provide insight to the citizen's current health and well-being.&lt;br /&gt;
*Certain actions grant you a certain status. For example, drinking [[Food#Alcohol|Alcohol]] gives the {{MetaInline|Drunk}} status, preventing the consumption of another bottle of alcohol, greatly impairs {{MetaInline|Scavenging}} effectiveness, and distorts the player's speech (see [[Trivia#Drunken interjections|Drunken Interjections]]).&lt;br /&gt;
*Certain actions remove a status, such as consuming a {{MetaInline|Paracetoid 7g}} removes the {{MetaInline|Infected}} status, which may kill a player during {{MetaInline|Time|displayname=Midnight}}.&lt;br /&gt;
&lt;br /&gt;
==Midnight==&lt;br /&gt;
Status effects are resolved or progress at {{MetaInline|The Attack}} at {{MetaInline|Time|displayname=Midnight}}.&lt;br /&gt;
&lt;br /&gt;
Here is a list of how statuses change and affect a {{MetaInline|Citizen}} during the attack:&lt;br /&gt;
*{{MetaInline|Fed}}, {{MetaInline|Refreshed}}, {{MetaInline|Hungover}}, {{MetaInline|Drugged}}, and {{MetaInline|Healed}} are removed. This allows a citizen to once again consume {{MetaInline|Food}}, drink {{MetaInline|Water Ration}}, drink {{MetaInline|Vodka Marinostov|displayname=Alcohol}}, consume a {{MetaInline|Pharmacy|displayname=Drug}} without becoming hooked, or use a {{MetaInline|Bandage}}, respectively.&lt;br /&gt;
*{{MetaInline|Exhausted}} is removed as the player automatically regains 6 {{AP}}.&lt;br /&gt;
*{{MetaInline|Learned Camper}} and {{MetaInline|Cheat_death_(status)}} are removed without further effects.&lt;br /&gt;
*{{MetaInline|Thirsty}} will progress to {{MetaInline|Dehydrated!}} ONLY if player is not {{MetaInline|Refreshed}}&lt;br /&gt;
*{{MetaInline|Dehydrated}} will progress to {{MetaInline|Death}} (which isn't really a status; it means the player will die), even if player is {{MetaInline|Refreshed}}.&lt;br /&gt;
*{{MetaInline|Drunk}} progresses to {{MetaInline|Hungover}}.&lt;br /&gt;
*{{MetaInline|Wounded}} grants the {{MetaInline|Infected}} status, but itself is not removed.&lt;br /&gt;
*{{MetaInline|Infected}} gives a 50% chance of {{MetaInline|Death}} (75% in a {{MetaInline|Hardcore}} town).&lt;br /&gt;
*{{MetaInline|Hooked!}} kills the player if he or she is not also {{MetaInline|Drugged}}.&lt;br /&gt;
*{{MetaInline|Ghoul}} kills the player when the hunger crosses the red line.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*{{Help|health}}&lt;br /&gt;
&lt;br /&gt;
{{Status Effects}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Citizens]]&lt;br /&gt;
[[Category:Status]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Crows%27_Nest&amp;diff=27315</id>
		<title>Crows' Nest</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Crows%27_Nest&amp;diff=27315"/>
				<updated>2020-01-17T05:49:20Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
Can't find a building? Need to maximize your scavenging trips? Want to know how many buildings are in total in a distant region? This is for you!&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
*Building it gives 10 {{DP}} to the town.&lt;br /&gt;
*Each day, every {{MetaInline|Scout}} can take a turn to use this structure and discover a new building(explorable included) in the {{MetaInline|World Beyond}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In [[Season 6]]:&lt;br /&gt;
**Blueprint requirement changed from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
*Buildings discovered this way only remain visible until the attack.&lt;br /&gt;
*If all the buildings have already been discovered, the following message will be given:&amp;lt;br/&amp;gt;''&amp;quot;You study the horizon with your expert eye but it seems as though there are no more buildings to discover.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Abandoned_Bunker&amp;diff=27295</id>
		<title>Data:Abandoned Bunker</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Abandoned_Bunker&amp;diff=27295"/>
				<updated>2019-02-19T09:04:59Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=100|&lt;br /&gt;
name=Abandoned Bunker|&lt;br /&gt;
image=ruin_100.gif|&lt;br /&gt;
category=Ruins|&lt;br /&gt;
blurb=Bunkers are old refuges built by the military to contain the pandemic. If the soldiers at the time were still human, they would surely have advised their officers against trying to &amp;quot;educate&amp;quot; the first carriers of the virus.|&lt;br /&gt;
explorable=true|&lt;br /&gt;
items=35|&lt;br /&gt;
item1=Bag of Cement|&lt;br /&gt;
item2=Battery|&lt;br /&gt;
item3=Construction Blueprint (uncommon)|&lt;br /&gt;
item4=Construction Blueprint (rare)|&lt;br /&gt;
item5=Construction Blueprint (very rare!)|&lt;br /&gt;
item6=Construction Kit (2)|&lt;br /&gt;
item7=Compact Detonator|&lt;br /&gt;
item8=Handful of nuts and bolts|&lt;br /&gt;
item9=Machine Gun|&lt;br /&gt;
item10=Magnetic Key|&lt;br /&gt;
item11=Metal Support|&lt;br /&gt;
item12=Patchwork Beam|&lt;br /&gt;
item13=Quality Log|&lt;br /&gt;
item14=Stagnant Water Can|&lt;br /&gt;
item15=Twisted Plank|&lt;br /&gt;
item16=Unshaped Concrete Blocks|&lt;br /&gt;
item17=Water Ration|&lt;br /&gt;
item18=Water Ration (poisoned)|&lt;br /&gt;
item19=Wrought Iron|&lt;br /&gt;
item20=Revolver (empty)|&lt;br /&gt;
item21=Stake Launcher|&lt;br /&gt;
item22=Solid Wooden Board|&lt;br /&gt;
item23=Spy Rocket|&lt;br /&gt;
item24=Radius Radar Beacon|&lt;br /&gt;
item25=Devastator (loaded)|&lt;br /&gt;
item26=Devastator (empty)|&lt;br /&gt;
item27=Devastator (incomplete)|&lt;br /&gt;
item28=Kalashni-Splash|&lt;br /&gt;
item29=Rotting Log|&lt;br /&gt;
item30=Bump Key|&lt;br /&gt;
item31=Tool Bag|&lt;br /&gt;
item32=Scrap Metal|&lt;br /&gt;
item33=Construction Kit (3)|&lt;br /&gt;
item34=Construction Kit (1)|&lt;br /&gt;
item35=Bottle Opener|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Abandoned_Hotel&amp;diff=27294</id>
		<title>Data:Abandoned Hotel</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Abandoned_Hotel&amp;diff=27294"/>
				<updated>2019-02-19T09:03:38Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=101|&lt;br /&gt;
name=Abandoned Hotel|&lt;br /&gt;
image=ruin_101.gif|&lt;br /&gt;
category=Ruins|&lt;br /&gt;
blurb=A small abandoned hotel.|&lt;br /&gt;
camprating=unknown|&lt;br /&gt;
items=30|&lt;br /&gt;
item1=Can|&lt;br /&gt;
item2=Doggy Bag|&lt;br /&gt;
item3=Ektorp-Gluten Chair|&lt;br /&gt;
item4=Järpen Table|&lt;br /&gt;
item5=Mouldy Neapolitan|&lt;br /&gt;
item6=Strong Spices|&lt;br /&gt;
item7=Water Ration (poisoned)|&lt;br /&gt;
item8=Mattress|&lt;br /&gt;
item9=Food Parcel|&lt;br /&gt;
item10=Unshaped Concrete Blocks|&lt;br /&gt;
item11=Manbag|&lt;br /&gt;
item12=Chinese Noodles|&lt;br /&gt;
item13=Out-of-Date Biscuits|&lt;br /&gt;
item14=Dried Chewing Gum|&lt;br /&gt;
item15=Packet of Soft Crisps|&lt;br /&gt;
item16=Construction Blueprint (uncommon)|&lt;br /&gt;
item17=Construction Blueprint (rare)|&lt;br /&gt;
item18=Construction Blueprint (very rare!)|&lt;br /&gt;
item19=Half-eaten Chicken Wings|&lt;br /&gt;
item20=Empty Vending Machine|&lt;br /&gt;
item21=Stake Launcher|&lt;br /&gt;
item22=Dodgy Homemade Dish|&lt;br /&gt;
item23=Mouldy Ham Sandwich|&lt;br /&gt;
item24=Hastily-built desk|&lt;br /&gt;
item25=Flatpacked Furniture|&lt;br /&gt;
item26=Bedside Lamp (off)|&lt;br /&gt;
item27=Water Ration|&lt;br /&gt;
item28=Magnetic Key|&lt;br /&gt;
item29=Bottle Opener|&lt;br /&gt;
item30=Bump Key|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Abandoned_Hotel&amp;diff=27293</id>
		<title>Data:Abandoned Hotel</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Abandoned_Hotel&amp;diff=27293"/>
				<updated>2019-02-19T09:02:30Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=101|&lt;br /&gt;
name=Abandoned Hotel|&lt;br /&gt;
image=ruin_101.gif|&lt;br /&gt;
category=Ruins|&lt;br /&gt;
blurb=A small abandoned hotel.|&lt;br /&gt;
camprating=unknown|&lt;br /&gt;
items=28|&lt;br /&gt;
item1=Can|&lt;br /&gt;
item2=Doggy Bag|&lt;br /&gt;
item3=Ektorp-Gluten Chair|&lt;br /&gt;
item4=Järpen Table|&lt;br /&gt;
item5=Mouldy Neapolitan|&lt;br /&gt;
item6=Strong Spices|&lt;br /&gt;
item7=Water Ration (poisoned)|&lt;br /&gt;
item8=Mattress|&lt;br /&gt;
item9=Food Parcel|&lt;br /&gt;
item10=Unshaped Concrete Blocks|&lt;br /&gt;
item11=Manbag|&lt;br /&gt;
item12=Chinese Noodles|&lt;br /&gt;
item13=Out-of-Date Biscuits|&lt;br /&gt;
item14=Dried Chewing Gum|&lt;br /&gt;
item15=Packet of Soft Crisps|&lt;br /&gt;
item16=Construction Blueprint (uncommon)|&lt;br /&gt;
item17=Construction Blueprint (rare)|&lt;br /&gt;
item18=Construction Blueprint (very rare!)|&lt;br /&gt;
item19=Half-eaten Chicken Wings|&lt;br /&gt;
item20=Empty Vending Machine|&lt;br /&gt;
item21=Stake Launcher|&lt;br /&gt;
item22=Dodgy Homemade Dish|&lt;br /&gt;
item23=Mouldy Ham Sandwich|&lt;br /&gt;
item24=Hastily-built desk|&lt;br /&gt;
item25=Flatpacked Furniture|&lt;br /&gt;
item26=Bedside Lamp (off)|&lt;br /&gt;
item27=Water Ration|&lt;br /&gt;
item28=Magnetic Key|&lt;br /&gt;
item29=Bottle Opener|&lt;br /&gt;
item30=Bump Key|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Abandoned_Hospital&amp;diff=27292</id>
		<title>Data:Abandoned Hospital</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Abandoned_Hospital&amp;diff=27292"/>
				<updated>2019-02-19T09:01:40Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=102|&lt;br /&gt;
name=Abandoned Hospital|&lt;br /&gt;
image=ruin_102.gif|&lt;br /&gt;
category=Ruins|&lt;br /&gt;
blurb=[[Exploring Buildings|Explorable Building]]|&lt;br /&gt;
camprating=1|&lt;br /&gt;
items=26|&lt;br /&gt;
item1=Chainsaw (incomplete)|&lt;br /&gt;
item2=Construction Blueprint (rare)|&lt;br /&gt;
item3=Construction Blueprint (uncommon)|&lt;br /&gt;
item4=Construction Blueprint (very rare!)|&lt;br /&gt;
item5=Cyanide|&lt;br /&gt;
item6=Paracetoid 7g|&lt;br /&gt;
item7=PC Base Unit|&lt;br /&gt;
item8=Pharmaceutical Products|&lt;br /&gt;
item9=Sheet of Plywood|&lt;br /&gt;
item10=Unlabelled Drug|&lt;br /&gt;
item11=Valium Shot|&lt;br /&gt;
item12=Water Ration (poisoned)|&lt;br /&gt;
item13=Magnetic Key|&lt;br /&gt;
item14=Anabolic Steroids|&lt;br /&gt;
item15=Bottle Opener|&lt;br /&gt;
item16=Hydratone 100mg|&lt;br /&gt;
item17=Water Cooler Bottle|&lt;br /&gt;
item18=Water Cooler Bottle (1 ration)|&lt;br /&gt;
item19=Water Cooler Bottle (2 rations)|&lt;br /&gt;
item20=Water Cooler Bottle (3 rations)|&lt;br /&gt;
item21=Empty Vending Machine|&lt;br /&gt;
item22=Hastily-built desk|&lt;br /&gt;
item23=Mattress|&lt;br /&gt;
item24=Water Ration|&lt;br /&gt;
item25=Bump Key|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Abandoned_Bunker&amp;diff=27291</id>
		<title>Data:Abandoned Bunker</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Abandoned_Bunker&amp;diff=27291"/>
				<updated>2019-02-19T08:56:51Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=100|&lt;br /&gt;
name=Abandoned Bunker|&lt;br /&gt;
image=ruin_100.gif|&lt;br /&gt;
category=Ruins|&lt;br /&gt;
blurb=Bunkers are old refuges built by the military to contain the pandemic. If the soldiers at the time were still human, they would surely have advised their officers against trying to &amp;quot;educate&amp;quot; the first carriers of the virus.|&lt;br /&gt;
explorable=true|&lt;br /&gt;
items=36|&lt;br /&gt;
item1=Bag of Cement|&lt;br /&gt;
item2=Battery|&lt;br /&gt;
item3=Construction Blueprint (uncommon)|&lt;br /&gt;
item4=Construction Blueprint (rare)|&lt;br /&gt;
item5=Construction Blueprint (very rare!)|&lt;br /&gt;
item6=Construction Kit (2)|&lt;br /&gt;
item7=Compact Detonator|&lt;br /&gt;
item8=Handful of nuts and bolts|&lt;br /&gt;
item9=Machine Gun|&lt;br /&gt;
item10=Magnetic Key|&lt;br /&gt;
item11=Metal Support|&lt;br /&gt;
item12=Patchwork Beam|&lt;br /&gt;
item13=Quality Log|&lt;br /&gt;
item14=Stagnant Water Can|&lt;br /&gt;
item15=Twisted Plank|&lt;br /&gt;
item16=Unshaped Concrete Blocks|&lt;br /&gt;
item17=Water Ration|&lt;br /&gt;
item18=Water Ration (poisoned)|&lt;br /&gt;
item19=Wrought Iron|&lt;br /&gt;
item20=Revolver (empty)|&lt;br /&gt;
item21=Stake Launcher|&lt;br /&gt;
item22=Solid Wooden Board|&lt;br /&gt;
item23=Spy Rocket|&lt;br /&gt;
item24=Radius Radar Beacon|&lt;br /&gt;
item25=Devastator (loaded)|&lt;br /&gt;
item26=Devastator (empty)|&lt;br /&gt;
item27=Devastator (incomplete)|&lt;br /&gt;
item28=Kalashni-Splash|&lt;br /&gt;
item29=Rotting Log|&lt;br /&gt;
item30=Wad of Cash|&lt;br /&gt;
item31=Tool Bag|&lt;br /&gt;
item32=Scrap Metal|&lt;br /&gt;
item33=Construction Kit (3)|&lt;br /&gt;
item34=Construction Kit (1)|&lt;br /&gt;
item35=Bottle Opener|&lt;br /&gt;
item36=Bump Key|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Abandoned_Bunker&amp;diff=27290</id>
		<title>Data:Abandoned Bunker</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Abandoned_Bunker&amp;diff=27290"/>
				<updated>2019-02-19T08:56:32Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=100|&lt;br /&gt;
name=Abandoned Bunker|&lt;br /&gt;
image=ruin_100.gif|&lt;br /&gt;
category=Ruins|&lt;br /&gt;
blurb=Bunkers are old refuges built by the military to contain the pandemic. If the soldiers at the time were still human, they would surely have advised their officers against trying to &amp;quot;educate&amp;quot; the first carriers of the virus.|&lt;br /&gt;
explorable=true|&lt;br /&gt;
items=35|&lt;br /&gt;
item1=Bag of Cement|&lt;br /&gt;
item2=Battery|&lt;br /&gt;
item3=Construction Blueprint (uncommon)|&lt;br /&gt;
item4=Construction Blueprint (rare)|&lt;br /&gt;
item5=Construction Blueprint (very rare!)|&lt;br /&gt;
item6=Construction Kit (2)|&lt;br /&gt;
item7=Compact Detonator|&lt;br /&gt;
item8=Handful of nuts and bolts|&lt;br /&gt;
item9=Machine Gun|&lt;br /&gt;
item10=Magnetic Key|&lt;br /&gt;
item11=Metal Support|&lt;br /&gt;
item12=Patchwork Beam|&lt;br /&gt;
item13=Quality Log|&lt;br /&gt;
item14=Stagnant Water Can|&lt;br /&gt;
item15=Twisted Plank|&lt;br /&gt;
item16=Unshaped Concrete Blocks|&lt;br /&gt;
item17=Water Ration|&lt;br /&gt;
item18=Water Ration (poisoned)|&lt;br /&gt;
item19=Wrought Iron|&lt;br /&gt;
item20=Revolver (empty)|&lt;br /&gt;
item21=Stake Launcher|&lt;br /&gt;
item22=Solid Wooden Board|&lt;br /&gt;
item23=Spy Rocket|&lt;br /&gt;
item24=Radius Radar Beacon|&lt;br /&gt;
item25=Devastator (loaded)|&lt;br /&gt;
item26=Devastator (empty)|&lt;br /&gt;
item27=Devastator (incomplete)|&lt;br /&gt;
item28=Kalashni-Splash|&lt;br /&gt;
item29=Rotting Log|&lt;br /&gt;
item30=Wad of Cash|&lt;br /&gt;
item31=Tool Bag|&lt;br /&gt;
item32=Scrap Metal|&lt;br /&gt;
item33=Construction Kit (3)|&lt;br /&gt;
item34=Construction Kit (1)|&lt;br /&gt;
item35=Bottle Opener|&lt;br /&gt;
item36=Bump Key|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Abandoned_Hospital&amp;diff=27277</id>
		<title>Data:Abandoned Hospital</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Abandoned_Hospital&amp;diff=27277"/>
				<updated>2018-07-19T06:16:11Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=102|&lt;br /&gt;
name=Abandoned Hospital|&lt;br /&gt;
image=ruin_102.gif|&lt;br /&gt;
category=Ruins|&lt;br /&gt;
blurb=[[Exploring Buildings|Explorable Building]]|&lt;br /&gt;
camprating=1|&lt;br /&gt;
items=25|&lt;br /&gt;
item1=Chainsaw (incomplete)|&lt;br /&gt;
item2=Construction Blueprint (rare)|&lt;br /&gt;
item3=Construction Blueprint (uncommon)|&lt;br /&gt;
item4=Construction Blueprint (very rare!)|&lt;br /&gt;
item5=Cyanide|&lt;br /&gt;
item6=Paracetoid 7g|&lt;br /&gt;
item7=PC Base Unit|&lt;br /&gt;
item8=Pharmaceutical Products|&lt;br /&gt;
item9=Sheet of Plywood|&lt;br /&gt;
item10=Unlabelled Drug|&lt;br /&gt;
item11=Valium Shot|&lt;br /&gt;
item12=Water Ration (poisoned)|&lt;br /&gt;
item13=Magnetic Key|&lt;br /&gt;
item14=Anabolic Steroids|&lt;br /&gt;
item15=Bottle Opener|&lt;br /&gt;
item16=Hydratone 100mg|&lt;br /&gt;
item17=Water Cooler Bottle|&lt;br /&gt;
item18=Water Cooler Bottle (1 ration)|&lt;br /&gt;
item19=Water Cooler Bottle (2 rations)|&lt;br /&gt;
item20=Water Cooler Bottle (3 rations)|&lt;br /&gt;
item21=Empty Vending Machine|&lt;br /&gt;
item22=Hastily-built desk|&lt;br /&gt;
item23=Mattress|&lt;br /&gt;
item24=Water Ration|&lt;br /&gt;
item25=Bump Key|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Paracetoid_7g&amp;diff=27265</id>
		<title>Paracetoid 7g</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Paracetoid_7g&amp;diff=27265"/>
				<updated>2018-03-09T15:44:46Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
It's some sort of strange pill, the type you might find in pharmacies in the old days. You don't know what's in it or what it will do to you, but if you're feeling sick enough, you might as well swallow it. The worst it can do is kill you, which might no longer be a bad thing...&lt;br /&gt;
&lt;br /&gt;
==Found==&lt;br /&gt;
* {{MetaInline|Scavenging|displayname=Undepleted zones}}&lt;br /&gt;
* {{MetaInline|Ruins}}&lt;br /&gt;
** [[Abandoned Hospital]]&lt;br /&gt;
** [[Cosmetics Lab]]&lt;br /&gt;
** [[Destroyed Pharmacy]]&lt;br /&gt;
** [[Old Field Hospital]]&lt;br /&gt;
* Obtained at the start of town with {{MetaInline|Preventative Medicine}}&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* Cures {{MetaInline|Infected}}&lt;br /&gt;
* Gives {{MetaInline|Immunised}} status&lt;br /&gt;
** Becomes immune from {{MetaInline|Infected|displayname=infection}} and becoming a {{MetaInline|Ghoul}} for that day.&lt;br /&gt;
* Gives {{MetaInline|Drugged}} status&lt;br /&gt;
** Can be used for {{MetaInline|Hooked!|displayname=drug addiction}} relief&lt;br /&gt;
&lt;br /&gt;
==Constructions==&lt;br /&gt;
This is required in the construction of:&lt;br /&gt;
*{{MetaInline|Infirmary}} (&amp;amp;times;1)&lt;br /&gt;
&lt;br /&gt;
== Texts ==&lt;br /&gt;
If {{MetaInline|Infected}}:&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''The {{MetaInline|Paracetoid 7g}} rapidly takes effect. '''The fever subsides''', your heart starts beating at a a semi-normal rate again... You weren't far away from a horrible death.''&lt;br /&gt;
----&lt;br /&gt;
''The medicine has given you strength: you are now immune to infections, and cannot be transformed into a Ghoul. '''This effect will wear off following the attack'''.''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
If not {{MetaInline|Infected}}:&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''You take the {{MetaInline|Paracetoid 7g}}, but it seems to have no notable effect... Maybe you didn't need it ?''&lt;br /&gt;
----&lt;br /&gt;
''The medicine has given you strength: you are now immune to infections, and cannot be transformed into a Ghoul. '''This effect will wear off following the attack'''.''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If you are not {{MetaInline|Infected}}, you can still use a {{MetaInline|Paracetoid 7g}} to gain {{MetaInline|Drugged}} and avoid death if you are {{MetaInline|Hooked!}}.&lt;br /&gt;
* Despite the blurb, the {{MetaInline|Paracetoid 7g}} never causes {{MetaInline|Death}} upon usage: it is flavor text.&lt;br /&gt;
* In [[Season 6]],&lt;br /&gt;
** The {{MetaInline|Paracetoid 7g}} finally does give the {{MetaInline|Immunised}} status, after several seasons of confusion over the source of this mysterious status.&lt;br /&gt;
&lt;br /&gt;
{{Pharmacy}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Spiked_Pit&amp;diff=27252</id>
		<title>Data:Spiked Pit</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Spiked_Pit&amp;diff=27252"/>
				<updated>2017-11-13T15:54:00Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=1027|&lt;br /&gt;
name=Spiked Pit|&lt;br /&gt;
image=small_spears.gif‎|&lt;br /&gt;
category=Buildings|&lt;br /&gt;
subcategory=Wall Upgrade v1|&lt;br /&gt;
blurb=One way to improve the Great Pit: fill it with sharpened wooden spikes, commonly known as &amp;quot;Brad the impaler&amp;quot;.|&lt;br /&gt;
blueprint=common|&lt;br /&gt;
parent=Wall Upgrade v1|&lt;br /&gt;
defence=40|&lt;br /&gt;
ap=40|&lt;br /&gt;
resources=2|&lt;br /&gt;
res1=Twisted Plank|&lt;br /&gt;
resQ1=8|&lt;br /&gt;
res2=Patchwork Beam|&lt;br /&gt;
resQ2=4|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Great_Pit&amp;diff=27251</id>
		<title>Great Pit</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Great_Pit&amp;diff=27251"/>
				<updated>2017-11-13T15:52:47Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Unlocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
Since they're stupid enough, if you dig a hole, some of them are going to fall in. Better yet, if you make the hole deeper and wider, more will fall in. Just remember to watch your step.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
*Building it gives 10 {{DP}} to the town.&lt;br /&gt;
**Upgrading it via the {{MetaInline|Building_upgrades|Daily Project}} increases the {{DP}} provided.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
{{Upgrades&lt;br /&gt;
| lvl0=10 defence&lt;br /&gt;
| lvl1=23 defence (+13)&lt;br /&gt;
| lvl2=44 defence (+21)&lt;br /&gt;
| lvl3=76 defence (+32)&lt;br /&gt;
| lvl4=109 defence (+33)&lt;br /&gt;
| lvl5=160 defence (+51)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlocks==&lt;br /&gt;
*{{MetaInline|Great Moat}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In [[Season 3]]:&lt;br /&gt;
**The initial {{DP}} dropped from 20 to 10&lt;br /&gt;
**The description changed slightly; the old one was: ''The Great Pit is very effective defensive measure: a big hole surrounding the town. Very practical in the long term, as it can be filled with all sorts of things to make it even more effective !''&lt;br /&gt;
*In [[Season 6]]:&lt;br /&gt;
**The resource costs decreased from {{MetaIcon|Twisted Plank|8}} to none (it's just a big hole after all).&lt;br /&gt;
&lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Spiked_Pit&amp;diff=27250</id>
		<title>Data:Spiked Pit</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Spiked_Pit&amp;diff=27250"/>
				<updated>2017-11-13T15:49:44Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=1027|&lt;br /&gt;
name=Spiked Pit|&lt;br /&gt;
image=small_spears.gif‎|&lt;br /&gt;
category=Buildings|&lt;br /&gt;
subcategory=Wall Upgrade v1|&lt;br /&gt;
blurb=One way to improve the Great Pit: fill it with sharpened wooden spikes, commonly known as &amp;quot;Brad the impaler&amp;quot;.|&lt;br /&gt;
blueprint=common|&lt;br /&gt;
parent=Wall Upgrade V1|&lt;br /&gt;
defence=40|&lt;br /&gt;
ap=40|&lt;br /&gt;
resources=2|&lt;br /&gt;
res1=Twisted Plank|&lt;br /&gt;
resQ1=8|&lt;br /&gt;
res2=Patchwork Beam|&lt;br /&gt;
resQ2=4|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Escorting&amp;diff=27246</id>
		<title>Escorting</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Escorting&amp;diff=27246"/>
				<updated>2017-09-17T04:22:19Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Restrictions to Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spade|Spade which items can be dropped/fed by escort and which items can't|[[Image:small_admin.gif|top|link=Die2Nite Wiki:Administrators]] [[User:Mazt|Mazt]] 18:19, 16 November 2011 (PST)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Screen_Escort.png‎|thumb|450px|Escort menu in-game.]]&lt;br /&gt;
&lt;br /&gt;
When you just can't do it yourself, it's always nice to have someone there to bring you home. The {{MetaInline|Escorting|displayname=Escort Mode}} allows you to be dragged along through the {{MetaInline|World Beyond|displayname=Desert}} by a {{MetaInline|Hero}} or the {{MetaInline|Guide to the World Beyond}}&lt;br /&gt;
==Features==&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, anyone can set themselves to &amp;quot;Wait for an escort&amp;quot;.&lt;br /&gt;
**The zone will register an entry &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has decided to wait for an escort...''&amp;lt;/span&amp;gt;&lt;br /&gt;
**By default the escortees cannot be taken further away from {{MetaInline|Town}}, only closer, unless marked otherwise.&lt;br /&gt;
**By default an escort can '''not''' view the escortee's {{MetaInline|Inventory}} and drop items, unless marked otherwise.&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, any {{MetaInline|Hero}} can escort up to four {{MetaInline|Citizen|displayname=Citizens}} at once.&lt;br /&gt;
**The following message appears: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has agreed to follow you.''&amp;lt;/span&amp;gt;&lt;br /&gt;
**The zone will register an entry:&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;[Hero] has convinced [Citizen] to follow them.&amp;lt;/span&amp;gt;&lt;br /&gt;
*A {{MetaInline|Resident}} cannot escort others, and if attempted, he will receive the following message: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''Only Heroes have the skills needed to guide other citizens in the World Beyond...''&amp;lt;/span&amp;gt;&lt;br /&gt;
*Escortees will follow the leading {{MetaInline|Hero}} if possible, and contribute {{MetaInline|Control Points}} to the zone.&lt;br /&gt;
*The {{MetaInline|Hero}} or Guide to the World Beyond can command his escortees to do the following actions:&lt;br /&gt;
**{{MetaInline|Fed|displayname=Eat}} from items available in their inventory.&lt;br /&gt;
***Food items with additional effects, such as {{MetaInline|Meaty Bone|displayname=Meaty Bones}}, cannot be fed to an escortee.&lt;br /&gt;
**{{MetaInline|Refreshed|displayname=Drink}} from items available in their inventory.&lt;br /&gt;
***Drinking the {{MetaInline|Water Ration}} is prioritised over drinking a {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
**{{MetaInline|Scavenging|displayname=Search}} any zone&lt;br /&gt;
**Drop items in their inventory, although certain items cannot be dropped; see below.&lt;br /&gt;
*The {{MetaInline|Hero}} can '''not''' command his escortees to do the following actions:&lt;br /&gt;
**Go into {{MetaInline|Explorable Ruins}} or search {{MetaInline|Ruins}} in a zone.&lt;br /&gt;
**Use hero abilities, such as {{MetaInline|Tamer}} sending away their {{MetaInline|Three-legged Labradoodle}}, or {{MetaInline|Survivalist}} using the {{MetaInline|Survival Guide}}.&lt;br /&gt;
**Consume {{MetaInline|Pharmacy|displayname=Drugs}}, [[Alcohol]], or {{MetaInline|Bloody hot coffee}}.&lt;br /&gt;
*Escorts can see the {{AP}} and most {{MetaInline|Status Effects}} of escortees.&lt;br /&gt;
**{{MetaInline|Ghoul}} status is '''invisible''' to escorts (or anybody else).&lt;br /&gt;
&lt;br /&gt;
==Restrictions to Inventory==&lt;br /&gt;
Certain items in an escortee's inventory cannot dropped by the escort:&lt;br /&gt;
* {{MetaInline|Water Ration}} and {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
** They cannot be dropped even if the escortee is {{MetaInline|Refreshed}}&lt;br /&gt;
* {{MetaInline|Manbag}} is not droppable&lt;br /&gt;
* [[Food]]:&lt;br /&gt;
** 7{{AP}} food&lt;br /&gt;
** Chinese noodles are not droppable, most 6{{AP}} food is&lt;br /&gt;
** {{MetaInline|Doggy Bag}}and{{MetaInline|Armageddon Lunch Box}} are droppable&lt;br /&gt;
* Drugs:&lt;br /&gt;
** {{MetaInline|Twinoid 500mg}}&lt;br /&gt;
** {{MetaInline|Anabolic Steroids}} and most other drugs are droppable, {{MetaInline|Bandage}} as well&lt;br /&gt;
* Weapons (mainly furniture and melee weapons):&lt;br /&gt;
** {{MetaInline|Carcinogenic Oven}}&lt;br /&gt;
** {{MetaInline|Old Washing Machine}}&lt;br /&gt;
** {{MetaInline|Devastator}} is not droppable, but mk2 and aquasplash are droppable if empty&lt;br /&gt;
** {{MetaInline|Hurling stick}}, loaded water pistol, loaded itf is an exception, as well as all animals.&lt;br /&gt;
* [[Miscellaneous items#Roleplay Items|Roleplay Items]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Stopping others from following is indicated by:&lt;br /&gt;
** ''&amp;quot;Finally, [hero] decided to leave [citizen] there...&amp;quot;'' line in the zone register;&lt;br /&gt;
** A pop-up reading ''&amp;quot;[Citizen] is no longer following you.&amp;quot;''&lt;br /&gt;
* While being escorted, users cannot view the in-game map or their inventory, nor they can perform any actions on their own, except for leaving the escorting party, attacking others in the zone, gifting hero days, and (if they are a {{MetaInline|Ghoul}}) eating someone. Once an escortee leaves the party their interface is returned to normal.&lt;br /&gt;
[[File:EscortGhoul.png|right|thumb|597px|What the interface looks like to a ghoul being escorted]]&lt;br /&gt;
* When leaving escort mode, the text ''&amp;quot;[escortee] has finally decided to take back their independance.&amp;quot;'' appears in the zone register.&lt;br /&gt;
* As escortees can neither drop nor use weapons on command, any weapon in their inventory is useless to the escort party.&lt;br /&gt;
** Batteries, however, can be carried and drop as ammo for battery launchers.&lt;br /&gt;
* When you are escorting a citizen who has a {{MetaInline|Wounded|displayname=Leg Injury}}, the following may happen:&lt;br /&gt;
** There is a chance the movement will be failed. In this case all players in the escort party are prevented from moving and will stay in the same zone.&lt;br /&gt;
** Only the {{MetaInline|Wounded}} citizen with leg injury will waste 1 {{AP}}. The rest will not.&lt;br /&gt;
** The escorting player will receive a pop-up warning them that something went wrong, advising to address the issue.&lt;br /&gt;
*: '' '''One or more of the citizens in your group cannot follow you.''' You will need to check out the situation... or leave the weak behind.''&lt;br /&gt;
** There will be a log in the zone registry:&lt;br /&gt;
*: ''After only a few metres, [player name] fell to the ground with a yell! Their '''WOUNDED LEG''' is stopping them from leaving the sector!''&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|escort_mode}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Escorting&amp;diff=27245</id>
		<title>Escorting</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Escorting&amp;diff=27245"/>
				<updated>2017-09-17T04:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Restrictions to Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spade|Spade which items can be dropped/fed by escort and which items can't|[[Image:small_admin.gif|top|link=Die2Nite Wiki:Administrators]] [[User:Mazt|Mazt]] 18:19, 16 November 2011 (PST)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Screen_Escort.png‎|thumb|450px|Escort menu in-game.]]&lt;br /&gt;
&lt;br /&gt;
When you just can't do it yourself, it's always nice to have someone there to bring you home. The {{MetaInline|Escorting|displayname=Escort Mode}} allows you to be dragged along through the {{MetaInline|World Beyond|displayname=Desert}} by a {{MetaInline|Hero}} or the {{MetaInline|Guide to the World Beyond}}&lt;br /&gt;
==Features==&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, anyone can set themselves to &amp;quot;Wait for an escort&amp;quot;.&lt;br /&gt;
**The zone will register an entry &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has decided to wait for an escort...''&amp;lt;/span&amp;gt;&lt;br /&gt;
**By default the escortees cannot be taken further away from {{MetaInline|Town}}, only closer, unless marked otherwise.&lt;br /&gt;
**By default an escort can '''not''' view the escortee's {{MetaInline|Inventory}} and drop items, unless marked otherwise.&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, any {{MetaInline|Hero}} can escort up to four {{MetaInline|Citizen|displayname=Citizens}} at once.&lt;br /&gt;
**The following message appears: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has agreed to follow you.''&amp;lt;/span&amp;gt;&lt;br /&gt;
**The zone will register an entry:&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;[Hero] has convinced [Citizen] to follow them.&amp;lt;/span&amp;gt;&lt;br /&gt;
*A {{MetaInline|Resident}} cannot escort others, and if attempted, he will receive the following message: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''Only Heroes have the skills needed to guide other citizens in the World Beyond...''&amp;lt;/span&amp;gt;&lt;br /&gt;
*Escortees will follow the leading {{MetaInline|Hero}} if possible, and contribute {{MetaInline|Control Points}} to the zone.&lt;br /&gt;
*The {{MetaInline|Hero}} or Guide to the World Beyond can command his escortees to do the following actions:&lt;br /&gt;
**{{MetaInline|Fed|displayname=Eat}} from items available in their inventory.&lt;br /&gt;
***Food items with additional effects, such as {{MetaInline|Meaty Bone|displayname=Meaty Bones}}, cannot be fed to an escortee.&lt;br /&gt;
**{{MetaInline|Refreshed|displayname=Drink}} from items available in their inventory.&lt;br /&gt;
***Drinking the {{MetaInline|Water Ration}} is prioritised over drinking a {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
**{{MetaInline|Scavenging|displayname=Search}} any zone&lt;br /&gt;
**Drop items in their inventory, although certain items cannot be dropped; see below.&lt;br /&gt;
*The {{MetaInline|Hero}} can '''not''' command his escortees to do the following actions:&lt;br /&gt;
**Go into {{MetaInline|Explorable Ruins}} or search {{MetaInline|Ruins}} in a zone.&lt;br /&gt;
**Use hero abilities, such as {{MetaInline|Tamer}} sending away their {{MetaInline|Three-legged Labradoodle}}, or {{MetaInline|Survivalist}} using the {{MetaInline|Survival Guide}}.&lt;br /&gt;
**Consume {{MetaInline|Pharmacy|displayname=Drugs}}, [[Alcohol]], or {{MetaInline|Bloody hot coffee}}.&lt;br /&gt;
*Escorts can see the {{AP}} and most {{MetaInline|Status Effects}} of escortees.&lt;br /&gt;
**{{MetaInline|Ghoul}} status is '''invisible''' to escorts (or anybody else).&lt;br /&gt;
&lt;br /&gt;
==Restrictions to Inventory==&lt;br /&gt;
Certain items in an escortee's inventory cannot dropped by the escort:&lt;br /&gt;
* {{MetaInline|Water Ration}} and {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
** They cannot be dropped even if the escortee is {{MetaInline|Refreshed}}&lt;br /&gt;
* {{MetaInline|Manbag}} is not droppable&lt;br /&gt;
* [[Food]]:&lt;br /&gt;
** 7{{AP}} food&lt;br /&gt;
** Chinese noodles are not droppable, most 6{{AP}} food is&lt;br /&gt;
** {{MetaInline|Doggy Bag}}and{{MetaInline|Armageddon Lunch Box}} are droppable&lt;br /&gt;
* Drugs:&lt;br /&gt;
** {{MetaInline|Twinoid 500mg}}&lt;br /&gt;
** {{MetaInline|Anabolic Steroids}} and most other drugs are droppable, {{MetaInline|Bandage}} as well&lt;br /&gt;
* Weapons (mainly furniture and melee weapons):&lt;br /&gt;
** {{MetaInline|Carcinogenic Oven}}&lt;br /&gt;
** {{MetaInline|Old Washing Machine}}&lt;br /&gt;
** {{MetaInline|Devastator}} is not droppable unloaded, but mk2 and aquasplash are droppable if empty&lt;br /&gt;
** {{MetaInline|Hurling stick}}, water pistol, loaded itf is an exception, as well as all animals.&lt;br /&gt;
* [[Miscellaneous items#Roleplay Items|Roleplay Items]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Stopping others from following is indicated by:&lt;br /&gt;
** ''&amp;quot;Finally, [hero] decided to leave [citizen] there...&amp;quot;'' line in the zone register;&lt;br /&gt;
** A pop-up reading ''&amp;quot;[Citizen] is no longer following you.&amp;quot;''&lt;br /&gt;
* While being escorted, users cannot view the in-game map or their inventory, nor they can perform any actions on their own, except for leaving the escorting party, attacking others in the zone, gifting hero days, and (if they are a {{MetaInline|Ghoul}}) eating someone. Once an escortee leaves the party their interface is returned to normal.&lt;br /&gt;
[[File:EscortGhoul.png|right|thumb|597px|What the interface looks like to a ghoul being escorted]]&lt;br /&gt;
* When leaving escort mode, the text ''&amp;quot;[escortee] has finally decided to take back their independance.&amp;quot;'' appears in the zone register.&lt;br /&gt;
* As escortees can neither drop nor use weapons on command, any weapon in their inventory is useless to the escort party.&lt;br /&gt;
** Batteries, however, can be carried and drop as ammo for battery launchers.&lt;br /&gt;
* When you are escorting a citizen who has a {{MetaInline|Wounded|displayname=Leg Injury}}, the following may happen:&lt;br /&gt;
** There is a chance the movement will be failed. In this case all players in the escort party are prevented from moving and will stay in the same zone.&lt;br /&gt;
** Only the {{MetaInline|Wounded}} citizen with leg injury will waste 1 {{AP}}. The rest will not.&lt;br /&gt;
** The escorting player will receive a pop-up warning them that something went wrong, advising to address the issue.&lt;br /&gt;
*: '' '''One or more of the citizens in your group cannot follow you.''' You will need to check out the situation... or leave the weak behind.''&lt;br /&gt;
** There will be a log in the zone registry:&lt;br /&gt;
*: ''After only a few metres, [player name] fell to the ground with a yell! Their '''WOUNDED LEG''' is stopping them from leaving the sector!''&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|escort_mode}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Escorting&amp;diff=27244</id>
		<title>Escorting</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Escorting&amp;diff=27244"/>
				<updated>2017-09-17T03:36:36Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Restrictions to Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spade|Spade which items can be dropped/fed by escort and which items can't|[[Image:small_admin.gif|top|link=Die2Nite Wiki:Administrators]] [[User:Mazt|Mazt]] 18:19, 16 November 2011 (PST)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Screen_Escort.png‎|thumb|450px|Escort menu in-game.]]&lt;br /&gt;
&lt;br /&gt;
When you just can't do it yourself, it's always nice to have someone there to bring you home. The {{MetaInline|Escorting|displayname=Escort Mode}} allows you to be dragged along through the {{MetaInline|World Beyond|displayname=Desert}} by a {{MetaInline|Hero}} or the {{MetaInline|Guide to the World Beyond}}&lt;br /&gt;
==Features==&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, anyone can set themselves to &amp;quot;Wait for an escort&amp;quot;.&lt;br /&gt;
**The zone will register an entry &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has decided to wait for an escort...''&amp;lt;/span&amp;gt;&lt;br /&gt;
**By default the escortees cannot be taken further away from {{MetaInline|Town}}, only closer, unless marked otherwise.&lt;br /&gt;
**By default an escort can '''not''' view the escortee's {{MetaInline|Inventory}} and drop items, unless marked otherwise.&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, any {{MetaInline|Hero}} can escort up to four {{MetaInline|Citizen|displayname=Citizens}} at once.&lt;br /&gt;
**The following message appears: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has agreed to follow you.''&amp;lt;/span&amp;gt;&lt;br /&gt;
**The zone will register an entry:&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;[Hero] has convinced [Citizen] to follow them.&amp;lt;/span&amp;gt;&lt;br /&gt;
*A {{MetaInline|Resident}} cannot escort others, and if attempted, he will receive the following message: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''Only Heroes have the skills needed to guide other citizens in the World Beyond...''&amp;lt;/span&amp;gt;&lt;br /&gt;
*Escortees will follow the leading {{MetaInline|Hero}} if possible, and contribute {{MetaInline|Control Points}} to the zone.&lt;br /&gt;
*The {{MetaInline|Hero}} or Guide to the World Beyond can command his escortees to do the following actions:&lt;br /&gt;
**{{MetaInline|Fed|displayname=Eat}} from items available in their inventory.&lt;br /&gt;
***Food items with additional effects, such as {{MetaInline|Meaty Bone|displayname=Meaty Bones}}, cannot be fed to an escortee.&lt;br /&gt;
**{{MetaInline|Refreshed|displayname=Drink}} from items available in their inventory.&lt;br /&gt;
***Drinking the {{MetaInline|Water Ration}} is prioritised over drinking a {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
**{{MetaInline|Scavenging|displayname=Search}} any zone&lt;br /&gt;
**Drop items in their inventory, although certain items cannot be dropped; see below.&lt;br /&gt;
*The {{MetaInline|Hero}} can '''not''' command his escortees to do the following actions:&lt;br /&gt;
**Go into {{MetaInline|Explorable Ruins}} or search {{MetaInline|Ruins}} in a zone.&lt;br /&gt;
**Use hero abilities, such as {{MetaInline|Tamer}} sending away their {{MetaInline|Three-legged Labradoodle}}, or {{MetaInline|Survivalist}} using the {{MetaInline|Survival Guide}}.&lt;br /&gt;
**Consume {{MetaInline|Pharmacy|displayname=Drugs}}, [[Alcohol]], or {{MetaInline|Bloody hot coffee}}.&lt;br /&gt;
*Escorts can see the {{AP}} and most {{MetaInline|Status Effects}} of escortees.&lt;br /&gt;
**{{MetaInline|Ghoul}} status is '''invisible''' to escorts (or anybody else).&lt;br /&gt;
&lt;br /&gt;
==Restrictions to Inventory==&lt;br /&gt;
Certain items in an escortee's inventory cannot dropped by the escort:&lt;br /&gt;
* {{MetaInline|Water Ration}} and {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
** They cannot be dropped even if the escortee is {{MetaInline|Refreshed}}&lt;br /&gt;
* {{MetaInline|Manbag}} is not droppable&lt;br /&gt;
* [[Food]]:&lt;br /&gt;
** 7{{AP}} food&lt;br /&gt;
** Chinese noodles are not droppable, most 6{{AP}} food is&lt;br /&gt;
** {{MetaInline|Doggy Bag}}&lt;br /&gt;
and {{MetaInline|Armageddon Lunch Box}} are droppable&lt;br /&gt;
* Drugs:&lt;br /&gt;
** {{MetaInline|Twinoid 500mg}}&lt;br /&gt;
** {{MetaInline|Anabolic Steroids}} and most other drugs are droppable, {{MetaInline|Bandage}} as well&lt;br /&gt;
* Weapons (mainly furniture and melee weapons):&lt;br /&gt;
** {{MetaInline|Carcinogenic Oven}}&lt;br /&gt;
** {{MetaInline|Old Washing Machine}}&lt;br /&gt;
** {{MetaInline|Hurling stick}} is an exception, as well as all animals.&lt;br /&gt;
* [[Miscellaneous items#Roleplay Items|Roleplay Items]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Stopping others from following is indicated by:&lt;br /&gt;
** ''&amp;quot;Finally, [hero] decided to leave [citizen] there...&amp;quot;'' line in the zone register;&lt;br /&gt;
** A pop-up reading ''&amp;quot;[Citizen] is no longer following you.&amp;quot;''&lt;br /&gt;
* While being escorted, users cannot view the in-game map or their inventory, nor they can perform any actions on their own, except for leaving the escorting party, attacking others in the zone, gifting hero days, and (if they are a {{MetaInline|Ghoul}}) eating someone. Once an escortee leaves the party their interface is returned to normal.&lt;br /&gt;
[[File:EscortGhoul.png|right|thumb|597px|What the interface looks like to a ghoul being escorted]]&lt;br /&gt;
* When leaving escort mode, the text ''&amp;quot;[escortee] has finally decided to take back their independance.&amp;quot;'' appears in the zone register.&lt;br /&gt;
* As escortees can neither drop nor use weapons on command, any weapon in their inventory is useless to the escort party.&lt;br /&gt;
** Batteries, however, can be carried and drop as ammo for battery launchers.&lt;br /&gt;
* When you are escorting a citizen who has a {{MetaInline|Wounded|displayname=Leg Injury}}, the following may happen:&lt;br /&gt;
** There is a chance the movement will be failed. In this case all players in the escort party are prevented from moving and will stay in the same zone.&lt;br /&gt;
** Only the {{MetaInline|Wounded}} citizen with leg injury will waste 1 {{AP}}. The rest will not.&lt;br /&gt;
** The escorting player will receive a pop-up warning them that something went wrong, advising to address the issue.&lt;br /&gt;
*: '' '''One or more of the citizens in your group cannot follow you.''' You will need to check out the situation... or leave the weak behind.''&lt;br /&gt;
** There will be a log in the zone registry:&lt;br /&gt;
*: ''After only a few metres, [player name] fell to the ground with a yell! Their '''WOUNDED LEG''' is stopping them from leaving the sector!''&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|escort_mode}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Escorting&amp;diff=27243</id>
		<title>Escorting</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Escorting&amp;diff=27243"/>
				<updated>2017-09-17T03:35:53Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Restrictions to Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spade|Spade which items can be dropped/fed by escort and which items can't|[[Image:small_admin.gif|top|link=Die2Nite Wiki:Administrators]] [[User:Mazt|Mazt]] 18:19, 16 November 2011 (PST)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Screen_Escort.png‎|thumb|450px|Escort menu in-game.]]&lt;br /&gt;
&lt;br /&gt;
When you just can't do it yourself, it's always nice to have someone there to bring you home. The {{MetaInline|Escorting|displayname=Escort Mode}} allows you to be dragged along through the {{MetaInline|World Beyond|displayname=Desert}} by a {{MetaInline|Hero}} or the {{MetaInline|Guide to the World Beyond}}&lt;br /&gt;
==Features==&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, anyone can set themselves to &amp;quot;Wait for an escort&amp;quot;.&lt;br /&gt;
**The zone will register an entry &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has decided to wait for an escort...''&amp;lt;/span&amp;gt;&lt;br /&gt;
**By default the escortees cannot be taken further away from {{MetaInline|Town}}, only closer, unless marked otherwise.&lt;br /&gt;
**By default an escort can '''not''' view the escortee's {{MetaInline|Inventory}} and drop items, unless marked otherwise.&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, any {{MetaInline|Hero}} can escort up to four {{MetaInline|Citizen|displayname=Citizens}} at once.&lt;br /&gt;
**The following message appears: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has agreed to follow you.''&amp;lt;/span&amp;gt;&lt;br /&gt;
**The zone will register an entry:&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;[Hero] has convinced [Citizen] to follow them.&amp;lt;/span&amp;gt;&lt;br /&gt;
*A {{MetaInline|Resident}} cannot escort others, and if attempted, he will receive the following message: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''Only Heroes have the skills needed to guide other citizens in the World Beyond...''&amp;lt;/span&amp;gt;&lt;br /&gt;
*Escortees will follow the leading {{MetaInline|Hero}} if possible, and contribute {{MetaInline|Control Points}} to the zone.&lt;br /&gt;
*The {{MetaInline|Hero}} or Guide to the World Beyond can command his escortees to do the following actions:&lt;br /&gt;
**{{MetaInline|Fed|displayname=Eat}} from items available in their inventory.&lt;br /&gt;
***Food items with additional effects, such as {{MetaInline|Meaty Bone|displayname=Meaty Bones}}, cannot be fed to an escortee.&lt;br /&gt;
**{{MetaInline|Refreshed|displayname=Drink}} from items available in their inventory.&lt;br /&gt;
***Drinking the {{MetaInline|Water Ration}} is prioritised over drinking a {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
**{{MetaInline|Scavenging|displayname=Search}} any zone&lt;br /&gt;
**Drop items in their inventory, although certain items cannot be dropped; see below.&lt;br /&gt;
*The {{MetaInline|Hero}} can '''not''' command his escortees to do the following actions:&lt;br /&gt;
**Go into {{MetaInline|Explorable Ruins}} or search {{MetaInline|Ruins}} in a zone.&lt;br /&gt;
**Use hero abilities, such as {{MetaInline|Tamer}} sending away their {{MetaInline|Three-legged Labradoodle}}, or {{MetaInline|Survivalist}} using the {{MetaInline|Survival Guide}}.&lt;br /&gt;
**Consume {{MetaInline|Pharmacy|displayname=Drugs}}, [[Alcohol]], or {{MetaInline|Bloody hot coffee}}.&lt;br /&gt;
*Escorts can see the {{AP}} and most {{MetaInline|Status Effects}} of escortees.&lt;br /&gt;
**{{MetaInline|Ghoul}} status is '''invisible''' to escorts (or anybody else).&lt;br /&gt;
&lt;br /&gt;
==Restrictions to Inventory==&lt;br /&gt;
Certain items in an escortee's inventory cannot dropped by the escort:&lt;br /&gt;
* {{MetaInline|Water Ration}} and {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
** They cannot be dropped even if the escortee is {{MetaInline|Refreshed}}&lt;br /&gt;
* {{MetaInline|Manbag}} is not droppable&lt;br /&gt;
* [[Food]]:&lt;br /&gt;
** 7{{AP}} food&lt;br /&gt;
** Chinese noodles are not droppable, most 6{{AP}} food is&lt;br /&gt;
** {{MetaInline|Doggy Bag}}&lt;br /&gt;
and {{MetaInline|Armageddon Lunch Box}} are droppable&lt;br /&gt;
* Drugs:&lt;br /&gt;
** {{MetaInline|Twinoid 500mg}}&lt;br /&gt;
** {{MetaInline|Anabolic Steroids}} and most other drugs are droppable, {{MetaInline|Bandage}} as well&lt;br /&gt;
* Weapons (mainly furniture and melee weapons):&lt;br /&gt;
** {{MetaInline|Carcinogenic Oven}}&lt;br /&gt;
** {{MetaInline|Old Washing Machine}}&lt;br /&gt;
** {{MetaInline|Hurling Stick}} is an exception, as well as all animals.&lt;br /&gt;
* [[Miscellaneous items#Roleplay Items|Roleplay Items]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Stopping others from following is indicated by:&lt;br /&gt;
** ''&amp;quot;Finally, [hero] decided to leave [citizen] there...&amp;quot;'' line in the zone register;&lt;br /&gt;
** A pop-up reading ''&amp;quot;[Citizen] is no longer following you.&amp;quot;''&lt;br /&gt;
* While being escorted, users cannot view the in-game map or their inventory, nor they can perform any actions on their own, except for leaving the escorting party, attacking others in the zone, gifting hero days, and (if they are a {{MetaInline|Ghoul}}) eating someone. Once an escortee leaves the party their interface is returned to normal.&lt;br /&gt;
[[File:EscortGhoul.png|right|thumb|597px|What the interface looks like to a ghoul being escorted]]&lt;br /&gt;
* When leaving escort mode, the text ''&amp;quot;[escortee] has finally decided to take back their independance.&amp;quot;'' appears in the zone register.&lt;br /&gt;
* As escortees can neither drop nor use weapons on command, any weapon in their inventory is useless to the escort party.&lt;br /&gt;
** Batteries, however, can be carried and drop as ammo for battery launchers.&lt;br /&gt;
* When you are escorting a citizen who has a {{MetaInline|Wounded|displayname=Leg Injury}}, the following may happen:&lt;br /&gt;
** There is a chance the movement will be failed. In this case all players in the escort party are prevented from moving and will stay in the same zone.&lt;br /&gt;
** Only the {{MetaInline|Wounded}} citizen with leg injury will waste 1 {{AP}}. The rest will not.&lt;br /&gt;
** The escorting player will receive a pop-up warning them that something went wrong, advising to address the issue.&lt;br /&gt;
*: '' '''One or more of the citizens in your group cannot follow you.''' You will need to check out the situation... or leave the weak behind.''&lt;br /&gt;
** There will be a log in the zone registry:&lt;br /&gt;
*: ''After only a few metres, [player name] fell to the ground with a yell! Their '''WOUNDED LEG''' is stopping them from leaving the sector!''&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|escort_mode}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Escorting&amp;diff=27242</id>
		<title>Escorting</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Escorting&amp;diff=27242"/>
				<updated>2017-09-17T03:31:55Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Restrictions to Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spade|Spade which items can be dropped/fed by escort and which items can't|[[Image:small_admin.gif|top|link=Die2Nite Wiki:Administrators]] [[User:Mazt|Mazt]] 18:19, 16 November 2011 (PST)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Screen_Escort.png‎|thumb|450px|Escort menu in-game.]]&lt;br /&gt;
&lt;br /&gt;
When you just can't do it yourself, it's always nice to have someone there to bring you home. The {{MetaInline|Escorting|displayname=Escort Mode}} allows you to be dragged along through the {{MetaInline|World Beyond|displayname=Desert}} by a {{MetaInline|Hero}} or the {{MetaInline|Guide to the World Beyond}}&lt;br /&gt;
==Features==&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, anyone can set themselves to &amp;quot;Wait for an escort&amp;quot;.&lt;br /&gt;
**The zone will register an entry &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has decided to wait for an escort...''&amp;lt;/span&amp;gt;&lt;br /&gt;
**By default the escortees cannot be taken further away from {{MetaInline|Town}}, only closer, unless marked otherwise.&lt;br /&gt;
**By default an escort can '''not''' view the escortee's {{MetaInline|Inventory}} and drop items, unless marked otherwise.&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, any {{MetaInline|Hero}} can escort up to four {{MetaInline|Citizen|displayname=Citizens}} at once.&lt;br /&gt;
**The following message appears: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has agreed to follow you.''&amp;lt;/span&amp;gt;&lt;br /&gt;
**The zone will register an entry:&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;[Hero] has convinced [Citizen] to follow them.&amp;lt;/span&amp;gt;&lt;br /&gt;
*A {{MetaInline|Resident}} cannot escort others, and if attempted, he will receive the following message: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''Only Heroes have the skills needed to guide other citizens in the World Beyond...''&amp;lt;/span&amp;gt;&lt;br /&gt;
*Escortees will follow the leading {{MetaInline|Hero}} if possible, and contribute {{MetaInline|Control Points}} to the zone.&lt;br /&gt;
*The {{MetaInline|Hero}} or Guide to the World Beyond can command his escortees to do the following actions:&lt;br /&gt;
**{{MetaInline|Fed|displayname=Eat}} from items available in their inventory.&lt;br /&gt;
***Food items with additional effects, such as {{MetaInline|Meaty Bone|displayname=Meaty Bones}}, cannot be fed to an escortee.&lt;br /&gt;
**{{MetaInline|Refreshed|displayname=Drink}} from items available in their inventory.&lt;br /&gt;
***Drinking the {{MetaInline|Water Ration}} is prioritised over drinking a {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
**{{MetaInline|Scavenging|displayname=Search}} any zone&lt;br /&gt;
**Drop items in their inventory, although certain items cannot be dropped; see below.&lt;br /&gt;
*The {{MetaInline|Hero}} can '''not''' command his escortees to do the following actions:&lt;br /&gt;
**Go into {{MetaInline|Explorable Ruins}} or search {{MetaInline|Ruins}} in a zone.&lt;br /&gt;
**Use hero abilities, such as {{MetaInline|Tamer}} sending away their {{MetaInline|Three-legged Labradoodle}}, or {{MetaInline|Survivalist}} using the {{MetaInline|Survival Guide}}.&lt;br /&gt;
**Consume {{MetaInline|Pharmacy|displayname=Drugs}}, [[Alcohol]], or {{MetaInline|Bloody hot coffee}}.&lt;br /&gt;
*Escorts can see the {{AP}} and most {{MetaInline|Status Effects}} of escortees.&lt;br /&gt;
**{{MetaInline|Ghoul}} status is '''invisible''' to escorts (or anybody else).&lt;br /&gt;
&lt;br /&gt;
==Restrictions to Inventory==&lt;br /&gt;
Certain items in an escortee's inventory cannot dropped by the escort:&lt;br /&gt;
* {{MetaInline|Water Ration}} and {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
** They cannot be dropped even if the escortee is {{MetaInline|Refreshed}}&lt;br /&gt;
* {{MetaInline|Manbag}} is not droppable&lt;br /&gt;
* [[Food]]:&lt;br /&gt;
** 7{{AP}} food&lt;br /&gt;
** Chinese noodles are not droppable, most 6{{AP}} food is&lt;br /&gt;
** {{MetaInline|Doggy Bag}}&lt;br /&gt;
and {{MetaInline|Armageddon Lunch Box}} are droppable&lt;br /&gt;
* Drugs:&lt;br /&gt;
** {{MetaInline|Twinoid 500mg}}&lt;br /&gt;
** {{MetaInline|Anabolic Steroids}} and most other drugs are droppable, {{MetaInline|Bandage}} as well&lt;br /&gt;
* Weapons (mainly furniture, broken or not):&lt;br /&gt;
** {{MetaInline|Carcinogenic Oven}}&lt;br /&gt;
** {{MetaInline|Old Washing Machine}}&lt;br /&gt;
** ...&lt;br /&gt;
* [[Miscellaneous items#Roleplay Items|Roleplay Items]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Stopping others from following is indicated by:&lt;br /&gt;
** ''&amp;quot;Finally, [hero] decided to leave [citizen] there...&amp;quot;'' line in the zone register;&lt;br /&gt;
** A pop-up reading ''&amp;quot;[Citizen] is no longer following you.&amp;quot;''&lt;br /&gt;
* While being escorted, users cannot view the in-game map or their inventory, nor they can perform any actions on their own, except for leaving the escorting party, attacking others in the zone, gifting hero days, and (if they are a {{MetaInline|Ghoul}}) eating someone. Once an escortee leaves the party their interface is returned to normal.&lt;br /&gt;
[[File:EscortGhoul.png|right|thumb|597px|What the interface looks like to a ghoul being escorted]]&lt;br /&gt;
* When leaving escort mode, the text ''&amp;quot;[escortee] has finally decided to take back their independance.&amp;quot;'' appears in the zone register.&lt;br /&gt;
* As escortees can neither drop nor use weapons on command, any weapon in their inventory is useless to the escort party.&lt;br /&gt;
** Batteries, however, can be carried and drop as ammo for battery launchers.&lt;br /&gt;
* When you are escorting a citizen who has a {{MetaInline|Wounded|displayname=Leg Injury}}, the following may happen:&lt;br /&gt;
** There is a chance the movement will be failed. In this case all players in the escort party are prevented from moving and will stay in the same zone.&lt;br /&gt;
** Only the {{MetaInline|Wounded}} citizen with leg injury will waste 1 {{AP}}. The rest will not.&lt;br /&gt;
** The escorting player will receive a pop-up warning them that something went wrong, advising to address the issue.&lt;br /&gt;
*: '' '''One or more of the citizens in your group cannot follow you.''' You will need to check out the situation... or leave the weak behind.''&lt;br /&gt;
** There will be a log in the zone registry:&lt;br /&gt;
*: ''After only a few metres, [player name] fell to the ground with a yell! Their '''WOUNDED LEG''' is stopping them from leaving the sector!''&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|escort_mode}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Escorting&amp;diff=27241</id>
		<title>Escorting</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Escorting&amp;diff=27241"/>
				<updated>2017-09-17T03:26:36Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Restrictions to Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spade|Spade which items can be dropped/fed by escort and which items can't|[[Image:small_admin.gif|top|link=Die2Nite Wiki:Administrators]] [[User:Mazt|Mazt]] 18:19, 16 November 2011 (PST)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Screen_Escort.png‎|thumb|450px|Escort menu in-game.]]&lt;br /&gt;
&lt;br /&gt;
When you just can't do it yourself, it's always nice to have someone there to bring you home. The {{MetaInline|Escorting|displayname=Escort Mode}} allows you to be dragged along through the {{MetaInline|World Beyond|displayname=Desert}} by a {{MetaInline|Hero}} or the {{MetaInline|Guide to the World Beyond}}&lt;br /&gt;
==Features==&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, anyone can set themselves to &amp;quot;Wait for an escort&amp;quot;.&lt;br /&gt;
**The zone will register an entry &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has decided to wait for an escort...''&amp;lt;/span&amp;gt;&lt;br /&gt;
**By default the escortees cannot be taken further away from {{MetaInline|Town}}, only closer, unless marked otherwise.&lt;br /&gt;
**By default an escort can '''not''' view the escortee's {{MetaInline|Inventory}} and drop items, unless marked otherwise.&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, any {{MetaInline|Hero}} can escort up to four {{MetaInline|Citizen|displayname=Citizens}} at once.&lt;br /&gt;
**The following message appears: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has agreed to follow you.''&amp;lt;/span&amp;gt;&lt;br /&gt;
**The zone will register an entry:&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;[Hero] has convinced [Citizen] to follow them.&amp;lt;/span&amp;gt;&lt;br /&gt;
*A {{MetaInline|Resident}} cannot escort others, and if attempted, he will receive the following message: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''Only Heroes have the skills needed to guide other citizens in the World Beyond...''&amp;lt;/span&amp;gt;&lt;br /&gt;
*Escortees will follow the leading {{MetaInline|Hero}} if possible, and contribute {{MetaInline|Control Points}} to the zone.&lt;br /&gt;
*The {{MetaInline|Hero}} or Guide to the World Beyond can command his escortees to do the following actions:&lt;br /&gt;
**{{MetaInline|Fed|displayname=Eat}} from items available in their inventory.&lt;br /&gt;
***Food items with additional effects, such as {{MetaInline|Meaty Bone|displayname=Meaty Bones}}, cannot be fed to an escortee.&lt;br /&gt;
**{{MetaInline|Refreshed|displayname=Drink}} from items available in their inventory.&lt;br /&gt;
***Drinking the {{MetaInline|Water Ration}} is prioritised over drinking a {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
**{{MetaInline|Scavenging|displayname=Search}} any zone&lt;br /&gt;
**Drop items in their inventory, although certain items cannot be dropped; see below.&lt;br /&gt;
*The {{MetaInline|Hero}} can '''not''' command his escortees to do the following actions:&lt;br /&gt;
**Go into {{MetaInline|Explorable Ruins}} or search {{MetaInline|Ruins}} in a zone.&lt;br /&gt;
**Use hero abilities, such as {{MetaInline|Tamer}} sending away their {{MetaInline|Three-legged Labradoodle}}, or {{MetaInline|Survivalist}} using the {{MetaInline|Survival Guide}}.&lt;br /&gt;
**Consume {{MetaInline|Pharmacy|displayname=Drugs}}, [[Alcohol]], or {{MetaInline|Bloody hot coffee}}.&lt;br /&gt;
*Escorts can see the {{AP}} and most {{MetaInline|Status Effects}} of escortees.&lt;br /&gt;
**{{MetaInline|Ghoul}} status is '''invisible''' to escorts (or anybody else).&lt;br /&gt;
&lt;br /&gt;
==Restrictions to Inventory==&lt;br /&gt;
Certain items in an escortee's inventory cannot dropped by the escort:&lt;br /&gt;
* {{MetaInline|Water Ration}} and {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
** They cannot be dropped even if the escortee is {{MetaInline|Refreshed}}&lt;br /&gt;
* {{MetaInline|Manbag}} is not droppable&lt;br /&gt;
* [[Food]]:&lt;br /&gt;
** 7{{AP}} food&lt;br /&gt;
** 6{{AP}} food(chinese noodles are not droppable, open cans and biscuits are)&lt;br /&gt;
** {{MetaInline|Doggy Bag}}&lt;br /&gt;
and {{MetaInline|Armageddon Lunch Box}} are droppable&lt;br /&gt;
* Drugs:&lt;br /&gt;
** {{MetaInline|Twinoid 500mg}}&lt;br /&gt;
** {{MetaInline|Anabolic Steroids}} and most other drugs are droppable, {{MetaInline|Bandage}} as well&lt;br /&gt;
* Weapons (mainly furniture, broken or not):&lt;br /&gt;
** {{MetaInline|Carcinogenic Oven}}&lt;br /&gt;
** {{MetaInline|Old Washing Machine}}&lt;br /&gt;
** ...&lt;br /&gt;
* [[Miscellaneous items#Roleplay Items|Roleplay Items]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Stopping others from following is indicated by:&lt;br /&gt;
** ''&amp;quot;Finally, [hero] decided to leave [citizen] there...&amp;quot;'' line in the zone register;&lt;br /&gt;
** A pop-up reading ''&amp;quot;[Citizen] is no longer following you.&amp;quot;''&lt;br /&gt;
* While being escorted, users cannot view the in-game map or their inventory, nor they can perform any actions on their own, except for leaving the escorting party, attacking others in the zone, gifting hero days, and (if they are a {{MetaInline|Ghoul}}) eating someone. Once an escortee leaves the party their interface is returned to normal.&lt;br /&gt;
[[File:EscortGhoul.png|right|thumb|597px|What the interface looks like to a ghoul being escorted]]&lt;br /&gt;
* When leaving escort mode, the text ''&amp;quot;[escortee] has finally decided to take back their independance.&amp;quot;'' appears in the zone register.&lt;br /&gt;
* As escortees can neither drop nor use weapons on command, any weapon in their inventory is useless to the escort party.&lt;br /&gt;
** Batteries, however, can be carried and drop as ammo for battery launchers.&lt;br /&gt;
* When you are escorting a citizen who has a {{MetaInline|Wounded|displayname=Leg Injury}}, the following may happen:&lt;br /&gt;
** There is a chance the movement will be failed. In this case all players in the escort party are prevented from moving and will stay in the same zone.&lt;br /&gt;
** Only the {{MetaInline|Wounded}} citizen with leg injury will waste 1 {{AP}}. The rest will not.&lt;br /&gt;
** The escorting player will receive a pop-up warning them that something went wrong, advising to address the issue.&lt;br /&gt;
*: '' '''One or more of the citizens in your group cannot follow you.''' You will need to check out the situation... or leave the weak behind.''&lt;br /&gt;
** There will be a log in the zone registry:&lt;br /&gt;
*: ''After only a few metres, [player name] fell to the ground with a yell! Their '''WOUNDED LEG''' is stopping them from leaving the sector!''&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|escort_mode}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Escorting&amp;diff=27240</id>
		<title>Escorting</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Escorting&amp;diff=27240"/>
				<updated>2017-09-17T03:21:52Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Restrictions to Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spade|Spade which items can be dropped/fed by escort and which items can't|[[Image:small_admin.gif|top|link=Die2Nite Wiki:Administrators]] [[User:Mazt|Mazt]] 18:19, 16 November 2011 (PST)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Screen_Escort.png‎|thumb|450px|Escort menu in-game.]]&lt;br /&gt;
&lt;br /&gt;
When you just can't do it yourself, it's always nice to have someone there to bring you home. The {{MetaInline|Escorting|displayname=Escort Mode}} allows you to be dragged along through the {{MetaInline|World Beyond|displayname=Desert}} by a {{MetaInline|Hero}} or the {{MetaInline|Guide to the World Beyond}}&lt;br /&gt;
==Features==&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, anyone can set themselves to &amp;quot;Wait for an escort&amp;quot;.&lt;br /&gt;
**The zone will register an entry &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has decided to wait for an escort...''&amp;lt;/span&amp;gt;&lt;br /&gt;
**By default the escortees cannot be taken further away from {{MetaInline|Town}}, only closer, unless marked otherwise.&lt;br /&gt;
**By default an escort can '''not''' view the escortee's {{MetaInline|Inventory}} and drop items, unless marked otherwise.&lt;br /&gt;
*While in the {{MetaInline|World Beyond}}, any {{MetaInline|Hero}} can escort up to four {{MetaInline|Citizen|displayname=Citizens}} at once.&lt;br /&gt;
**The following message appears: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''[Citizen] has agreed to follow you.''&amp;lt;/span&amp;gt;&lt;br /&gt;
**The zone will register an entry:&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;[Hero] has convinced [Citizen] to follow them.&amp;lt;/span&amp;gt;&lt;br /&gt;
*A {{MetaInline|Resident}} cannot escort others, and if attempted, he will receive the following message: &amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''Only Heroes have the skills needed to guide other citizens in the World Beyond...''&amp;lt;/span&amp;gt;&lt;br /&gt;
*Escortees will follow the leading {{MetaInline|Hero}} if possible, and contribute {{MetaInline|Control Points}} to the zone.&lt;br /&gt;
*The {{MetaInline|Hero}} or Guide to the World Beyond can command his escortees to do the following actions:&lt;br /&gt;
**{{MetaInline|Fed|displayname=Eat}} from items available in their inventory.&lt;br /&gt;
***Food items with additional effects, such as {{MetaInline|Meaty Bone|displayname=Meaty Bones}}, cannot be fed to an escortee.&lt;br /&gt;
**{{MetaInline|Refreshed|displayname=Drink}} from items available in their inventory.&lt;br /&gt;
***Drinking the {{MetaInline|Water Ration}} is prioritised over drinking a {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
**{{MetaInline|Scavenging|displayname=Search}} any zone&lt;br /&gt;
**Drop items in their inventory, although certain items cannot be dropped; see below.&lt;br /&gt;
*The {{MetaInline|Hero}} can '''not''' command his escortees to do the following actions:&lt;br /&gt;
**Go into {{MetaInline|Explorable Ruins}} or search {{MetaInline|Ruins}} in a zone.&lt;br /&gt;
**Use hero abilities, such as {{MetaInline|Tamer}} sending away their {{MetaInline|Three-legged Labradoodle}}, or {{MetaInline|Survivalist}} using the {{MetaInline|Survival Guide}}.&lt;br /&gt;
**Consume {{MetaInline|Pharmacy|displayname=Drugs}}, [[Alcohol]], or {{MetaInline|Bloody hot coffee}}.&lt;br /&gt;
*Escorts can see the {{AP}} and most {{MetaInline|Status Effects}} of escortees.&lt;br /&gt;
**{{MetaInline|Ghoul}} status is '''invisible''' to escorts (or anybody else).&lt;br /&gt;
&lt;br /&gt;
==Restrictions to Inventory==&lt;br /&gt;
Certain items in an escortee's inventory cannot dropped by the escort:&lt;br /&gt;
* {{MetaInline|Water Ration}} and {{MetaInline|Purified Stagnant Water}}&lt;br /&gt;
** They cannot be dropped even if the escortee is {{MetaInline|Refreshed}}&lt;br /&gt;
* {{MetaInline|Manbag}} is not droppable&lt;br /&gt;
* [[Food]]:&lt;br /&gt;
** 7{{AP}} food&lt;br /&gt;
** 6{{AP}} food&lt;br /&gt;
** {{MetaInline|Doggy Bag}}&lt;br /&gt;
and {{MetaInline|Armageddon Lunch Box}} are droppable&lt;br /&gt;
* Drugs:&lt;br /&gt;
** {{MetaInline|Twinoid 500mg}}&lt;br /&gt;
** {{MetaInline|Anabolic Steroids}} and most other drugs are droppable, {{MetaInline|Bandage}} as well&lt;br /&gt;
* Weapons (mainly furniture, broken or not):&lt;br /&gt;
** {{MetaInline|Carcinogenic Oven}}&lt;br /&gt;
** {{MetaInline|Old Washing Machine}}&lt;br /&gt;
** ...&lt;br /&gt;
* [[Miscellaneous items#Roleplay Items|Roleplay Items]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Stopping others from following is indicated by:&lt;br /&gt;
** ''&amp;quot;Finally, [hero] decided to leave [citizen] there...&amp;quot;'' line in the zone register;&lt;br /&gt;
** A pop-up reading ''&amp;quot;[Citizen] is no longer following you.&amp;quot;''&lt;br /&gt;
* While being escorted, users cannot view the in-game map or their inventory, nor they can perform any actions on their own, except for leaving the escorting party, attacking others in the zone, gifting hero days, and (if they are a {{MetaInline|Ghoul}}) eating someone. Once an escortee leaves the party their interface is returned to normal.&lt;br /&gt;
[[File:EscortGhoul.png|right|thumb|597px|What the interface looks like to a ghoul being escorted]]&lt;br /&gt;
* When leaving escort mode, the text ''&amp;quot;[escortee] has finally decided to take back their independance.&amp;quot;'' appears in the zone register.&lt;br /&gt;
* As escortees can neither drop nor use weapons on command, any weapon in their inventory is useless to the escort party.&lt;br /&gt;
** Batteries, however, can be carried and drop as ammo for battery launchers.&lt;br /&gt;
* When you are escorting a citizen who has a {{MetaInline|Wounded|displayname=Leg Injury}}, the following may happen:&lt;br /&gt;
** There is a chance the movement will be failed. In this case all players in the escort party are prevented from moving and will stay in the same zone.&lt;br /&gt;
** Only the {{MetaInline|Wounded}} citizen with leg injury will waste 1 {{AP}}. The rest will not.&lt;br /&gt;
** The escorting player will receive a pop-up warning them that something went wrong, advising to address the issue.&lt;br /&gt;
*: '' '''One or more of the citizens in your group cannot follow you.''' You will need to check out the situation... or leave the weak behind.''&lt;br /&gt;
** There will be a log in the zone registry:&lt;br /&gt;
*: ''After only a few metres, [player name] fell to the ground with a yell! Their '''WOUNDED LEG''' is stopping them from leaving the sector!''&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|escort_mode}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Ghoul&amp;diff=27239</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Ghoul&amp;diff=27239"/>
				<updated>2017-08-03T12:46:46Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Ghoulism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
Through the course of time, people change. In an apocalypse, over time, some people rise up to with incredible powers and protect others, while some become sick of the routine hide and seek with zombies and become antisocial. Some, however, have become monstrous...literally. Rumor has it that some citizens, by accident or on purpose, become partially infected; they have managed to survive, but with a new goal in life...devouring other humans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
*Consuming {{MetaInline|Traveller's corpse}} has a 90% chance to transform the citizen into a {{MetaInline|Ghoul}}.&lt;br /&gt;
**If not, then the citizen will very likely become {{MetaInline|Infected}} instead.&lt;br /&gt;
&lt;br /&gt;
*Consuming {{MetaInline|Unspecified Meat}}, {{MetaInline|Meaty Bone}}, {{MetaInline|Human Flesh}}, {{MetaInline|Fleshroom Puree}} also has a low chance to transform the citizen into a {{MetaInline|Ghoul}}.&lt;br /&gt;
&lt;br /&gt;
==Ghoulism==&lt;br /&gt;
&lt;br /&gt;
*Ghouls have the choice to enter and leave the {{MetaInline|Town Gates}} without being recorded on {{MetaInline|Registers|displayname=The Great Register}}.&lt;br /&gt;
**Inside [[file:small_ghoul.gif|top|link=]] '''Leave discretely''' (sic) appears.&lt;br /&gt;
**Outside [[file:small_ghoul.gif|top|link=]] '''Sneak into the town''' appears.&lt;br /&gt;
*No risk of death from {{MetaInline|Dehydrated!|displayname=Dehydration}} or {{MetaInline|Infected|displayname=Infection}}.&lt;br /&gt;
**Upon becoming a ghoul, {{MetaInline|Wounded|displayname=Wounded}}, {{MetaInline|Infected|displayname=Infection}}, and any thirst status will go away.&lt;br /&gt;
*Cannot become {{MetaInline|Thirsty}}, {{MetaInline|Dehydrated}} or {{MetaInline|Infected}}.&lt;br /&gt;
*Brings +5% survival chance, when a {{MetaInline|Ghoul}} signs up for {{MetaInline|Watchmen}}.&lt;br /&gt;
**This means at 95% base chance of survival for {{MetaInline|Watchmen}}, the {{MetaInline|Ghoul}} will have a 100% chance of survival, so they'll be guaranteed to make it through the first night(this is the only way to get 100% survival without being {{MetaInline|Drunk}}).&lt;br /&gt;
*Extremely antisocial behavior (killing of citizens) will usually result in detest and violence, and possibly death if caught.&lt;br /&gt;
*Drinking a {{MetaInline|Water Ration}} (or any form of water) will {{MetaInline|Wounded|displayname=Wound}} the {{MetaInline|Ghoul}} and will not give any {{AP}}.&lt;br /&gt;
*Drinking {{MetaInline|Mystic Potion}} will {{MetaInline|Wounded|displayname=Wound}} the {{MetaInline|Ghoul}}, they will not gain any {{AP}} but will be able to safely pick up {{MetaInline|Tortured Souls}}.&lt;br /&gt;
*If the {{MetaInline|Ghoul}} drunk {{MetaInline|Mystic Potion}} whilst still human, they will retain the ability to safely pick up {{MetaInline|Tortured Souls}}.&lt;br /&gt;
*An attack from any {{MetaInline|Citizen}} is '''guaranteed''' to kill a {{MetaInline|Ghoul}}.&lt;br /&gt;
*Citizens generate {{MetaInline|Control Points}} in the {{MetaInline|World Beyond}}. When a {{MetaInline|Ghoul}} eats a citizen, the control points from that citizen is lost. If this leads to the zombies controlling the zone, then all present citizens are {{MetaInline|Tutorial:Trapped!|displayname=Trapped}}.&lt;br /&gt;
*Consuming a {{MetaInline|Paracetoid 7g}} as a {{MetaInline|Ghoul}} has no effects.&lt;br /&gt;
*More than one {{MetaInline|Ghoul}} can exist in a town at the same time. The existence of one does not stop another one appearing.&lt;br /&gt;
*It is still possible to become a ghoul on [[small maps]]!&lt;br /&gt;
&lt;br /&gt;
==Ghoul hunger==&lt;br /&gt;
All Ghouls experience 'hunger' that must be satisfied periodically.&lt;br /&gt;
&lt;br /&gt;
*Every {{MetaInline|Ghoul}} has a voracity meter informing them of the approximate amount of time they have left before they die of hunger.&lt;br /&gt;
**The hunger meter fills up from left to right as a blue shading.&lt;br /&gt;
**At the 40% mark is a red line. When the hunger crosses this red line, the {{MetaInline|Ghoul}} dies of hunger after {{MetaInline|The Attack}}. At the 40% mark, the ghoul will not die of hunger.&lt;br /&gt;
**Every day after {{MetaInline|The Attack}}, the Ghoul's voracity will increase by 25% of the entire meter. This gives 2 days before the ghoul dies of famish.&lt;br /&gt;
**A {{MetaInline|Hero}} {{MetaInline|Ghoul}} can use the {{MetaInline|Cheat Death}} hero ability to survive an extra day at over 40% hunger.&lt;br /&gt;
&lt;br /&gt;
Food table for ghouls, {{AP}} stated are for a healthy person, doesen't matter if eaten in/outside of town.:&lt;br /&gt;
&lt;br /&gt;
{|border=1 class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
!Food type&lt;br /&gt;
!Hunger decrease&lt;br /&gt;
!grants {{MetaInline|Fed}}&lt;br /&gt;
!grants {{AP}}&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{MetaInline|Citizen}}&lt;br /&gt;
|100%||NO||7||see below.&lt;br /&gt;
|-&lt;br /&gt;
|{{MetaInline|Human Flesh}}&lt;br /&gt;
|15%||YES||6||&lt;br /&gt;
|-&lt;br /&gt;
|{{MetaInline|Meaty Bone}}&lt;br /&gt;
|15%||YES||6||remains of a {{MetaInline|Citizen}} that failed {{MetaInline|Camping}}&lt;br /&gt;
|-&lt;br /&gt;
|{{MetaInline|Traveller's corpse}}&lt;br /&gt;
|30%||YES||6||rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Corpse]] (at {{MetaInline|Home|displayname=Homes}} before bodies are disposed)&lt;br /&gt;
|10%||NO||0||{{MetaInline|Cremato-Cue}} is more effective in long-term view.&lt;br /&gt;
|-&lt;br /&gt;
|other {{MetaInline|Food}}&lt;br /&gt;
|0||YES||x||As you gain {{MetaInline|Fed}}, but no voracity reduced, beware!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*{{MetaInline|Citizen}}&lt;br /&gt;
**Any kill ({{MetaInline|Resident}} and {{MetaInline|Hero}} alike) grants the {{MetaInline|Ghoul}} 1 {{MetaInline|Hero}} day. (Granted after {{MetaInline|Ghoul|displayname=Ghoul's}} {{MetaInline|Death}} )&lt;br /&gt;
**A {{MetaInline|Ghoul}} may consume {{MetaInline|Citizen|displayname=Citizens}} inside {{MetaInline|Town}}, but at the risk of getting caught and being recorded on {{MetaInline|Registers|displayname=The Great Register}}.&lt;br /&gt;
***Consuming inside leaves behind a [[Corpse]] in the victims {{MetaInline|Home}}.&lt;br /&gt;
**It is not allowed for a {{MetaInline|Ghoul}} to kill any {{MetaInline|Citizen}} at the town gates.&lt;br /&gt;
**If the {{MetaInline|Ghoul}} is {{MetaInline|Shunned}}, then they cannot consume others inside {{MetaInline|Town}}.&lt;br /&gt;
**Any statuses like {{MetaInline|Hooked!}}, {{MetaInline|Drugged}}, {{MetaInline|Drunk}}, and {{MetaInline|Hungover}} will be passed over from the victim to the {{MetaInline|Ghoul}}.&lt;br /&gt;
&lt;br /&gt;
*A {{MetaInline|Ghoul}} may consume 1 {{MetaInline|Citizen}} AND 1 [[Corpse]] per day, even when {{MetaInline|Fed}}.&lt;br /&gt;
&lt;br /&gt;
== Texts ==&lt;br /&gt;
Upon becoming a {{MetaInline|Ghoul}}&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''You have been transformed into a Ghoul!''&lt;br /&gt;
&lt;br /&gt;
''The appearance of small brownish marks on your body should have given you cause for concern, but you naively supposed you had some kind of benign infection from being out in the &lt;br /&gt;
sun all the time. Any remaining doubt has been erased by the uncontrollable hunger for human flesh which now grips you... A terrifying need which you must satisfy QUICKLY. Or die.''&lt;br /&gt;
&lt;br /&gt;
''You are now a ghoul. A new horizon is open to you : your neighbours and former allies have become your prey.''&lt;br /&gt;
&lt;br /&gt;
''Some survival tips :''&lt;br /&gt;
&lt;br /&gt;
''don't tell anyone about it! You will be killed,''&lt;br /&gt;
&lt;br /&gt;
''keep an eye on your Hunger gauge, which can be seen alongside your health status,''&lt;br /&gt;
&lt;br /&gt;
''devour a fellow citizen (preferably outside the town) to decrease your Hunger,''&lt;br /&gt;
&lt;br /&gt;
''eat human flesh to reduce your Hunger slightly.''&lt;br /&gt;
&lt;br /&gt;
''The Ghoul game guide is now available for consultation!''&lt;br /&gt;
&lt;br /&gt;
''It contains all the essential information for your survival, and yeah, why not, your victory over humanity...''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
Upon eating a corpse&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''It's not as appetising '''as a nice, fresh, wriggling human''', but it does the job and makes your '''voracity''' subside... a little. Fortunately, the meat way quite gamey, this meal would have been dreadful otherwise.''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
Upon eating a citizen secretly&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''Without a moment's hesitation you throw yourself at '''[citizen]''', teeth bared! Leaving them no time to react, your barrage of blows quickly cause them to lose consciousness.''&lt;br /&gt;
----&lt;br /&gt;
''When you are finally sure that your victim isn't getting up, '''you finish the job by eating them.'''''&lt;br /&gt;
----&lt;br /&gt;
''There you have it, it's done.''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
Upon eating a citizen but being caught&lt;br /&gt;
* {{MetaInline|Registers|displayname=The Great Register}}: &lt;br /&gt;
{{quote start}}&lt;br /&gt;
''An abominable crime has been committed: [Ghoul] was seen '''devouring [Citizen] in their house!''' ''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
* Message for the {{MetaInline|Ghoul}}:&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''You were spotted! '''The citizens have been warned!'''''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
If any {{MetaInline|Status Effects|displayname=Status}} was transferred over upon eating a citizen:&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''You have inherited certain '''health traits''' from your victim!''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
Upon killing a {{MetaInline|Ghoul}}&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''You violently attacked [citizen]! The fight degenerated rapidly and resulted in you seriously wounding the other citizen!''&lt;br /&gt;
----&lt;br /&gt;
''Unexpectedly, [citizen] collapsed with a ungodly gurgle, their eyes rolling back in their head... Their body is literally decomposing in places and the smell of death fills the air! The horrible truth slaps you in the face: [citizen] was a ghoul! !''&lt;br /&gt;
----&lt;br /&gt;
''The citizens have all been told...''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
Upon attempting to eat another {{MetaInline|Ghoul}} as a {{MetaInline|Ghoul}}&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''You cannot attack this citizen... They seem to smell different like others. Just a minute... '''They're a Ghoul, just like you!'''''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
Texts in your town's death page&lt;br /&gt;
* ''Famished ghoul'' (If you are a ghoul and die of hunger)&lt;br /&gt;
* ''Fight (Ghoul)'' (If you are a ghoul and get killed by another citizen attacking you)&lt;br /&gt;
* ''Murder (Ghoul)'' (If you are eaten by a ghoul)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flavor text in a dead {{MetaInline|Ghoul}}'s house&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''&amp;quot;More obvious clues could not be left. [username] had definitely crossed the boundaries of crazy: gnawed bones, shredded human entrails, half-eaten animal remains... Their old house is a rancid mass grave that leaves us in no doubt: [username] was a ghoul! &amp;quot;''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
Text in the house of someone whose corpse was eaten by a {{MetaInline|Ghoul}}&lt;br /&gt;
{{quote start}}&lt;br /&gt;
'''WHAT HAPPENED TO THE BODY?'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''No idea! The body has disappeared without trace...They must be rotting somewhere outside... Perhaps they'll get back up and visit you during the night.''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
Attacking someone in small town when there's no {{MetaInline|Ghoul}}&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''Steady on there, by all accounts there are no ghouls in town, so there's no need to go smacking people. Mmkay pumpkin?''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*In [[Season 6]]:&lt;br /&gt;
**Ghouls were added as a test.&lt;br /&gt;
**According to Epoq, ''&amp;quot;Ghouls are coming on a trial basis. As we have never had ghouls here before, we'll try it out and if you guys don't like them, we'll try to get them to leave again. They are pretty stubborn, but we'll get there!&amp;quot;''&lt;br /&gt;
*In [[Season 7]]:&lt;br /&gt;
**{{MetaInline|Traveller's corpse}}, {{MetaInline|Unspecified Meat}}, {{MetaInline|Meaty Bone}}, {{MetaInline|Human Flesh}} and {{MetaInline|Fleshroom Puree}} has a chance to turn citizens into Ghouls.&lt;br /&gt;
***The possibility of turning into Ghouls from &amp;quot;Conventional foods&amp;quot;, namely {{MetaInline|Intestine Melon}}, {{MetaInline|Mouldy Ham Sandwich}}, {{MetaInline|Suspicious-looking Vegetable}} and {{MetaInline|Dodgy Homemade Dish}} were removed.&lt;br /&gt;
***The {{MetaInline|Traveller's corpse}} Ghoul transformation rate was raised from 80% to 90% to compensate such changes.&lt;br /&gt;
*In [[Season 12]]: &lt;br /&gt;
**{{MetaInline|Watchmen}} points provided by {{MetaInline|Ghoul}} recuded from 20 to 0 while safety remains at 5.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*{{Help|ghouls}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Unspecified_Meat&amp;diff=27233</id>
		<title>Data:Unspecified Meat</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Unspecified_Meat&amp;diff=27233"/>
				<updated>2017-05-02T03:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=53|&lt;br /&gt;
name=Unspecified Meat|&lt;br /&gt;
image=item_undef.gif|&lt;br /&gt;
category=Items|&lt;br /&gt;
subcategory=Food|&lt;br /&gt;
blurb=You are fairly sure that this wet, sticky thing can be eaten. Either way, it doesn't smell too bad and it's not moving.|&lt;br /&gt;
usable=true|&lt;br /&gt;
ap=Max (6)|&lt;br /&gt;
givestatus1=Fed|&lt;br /&gt;
guardtool=true|&lt;br /&gt;
guardtoolvalue=2|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Lost_Soul&amp;diff=27230</id>
		<title>Lost Soul</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Lost_Soul&amp;diff=27230"/>
				<updated>2017-04-27T17:40:29Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
New season, new souls.&lt;br /&gt;
&lt;br /&gt;
==Found==&lt;br /&gt;
* Souls will be randomly scattered in the {{MetaInline|World Beyond}}.&lt;br /&gt;
** When a {{MetaInline|Citizen}} dies during {{MetaInline|The Attack}}, they will leave behind a {{MetaInline|Lost Soul}}. &lt;br /&gt;
** No matter where and how a citizen dies {{MetaInline|Lost Soul}} will spawn.&lt;br /&gt;
* Only a town {{MetaInline|Shaman}} can tell the exact location where souls do spawn.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
* Purify {{MetaInline|Lost Soul}} to prevent it from turning into {{MetaInline|Tortured Soul}}.&lt;br /&gt;
** Construnction {{MetaInline|Hammam}} is needed in order to do so.&lt;br /&gt;
* Has a chance to turn into {{MetaInline|Tortured Soul}} after two attacks.&lt;br /&gt;
** Won't turn if someone is holding it or if its placed in bank.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In [[Season 11]]:&lt;br /&gt;
** {{MetaInline|Lost Soul}} was added.&lt;br /&gt;
* Having a Lost Soul transform into a Tortured Soul in your inventory while not being protected by a Mystic Potion will '''not''' kill you unless you drop the soul and pick it up again.&lt;br /&gt;
&lt;br /&gt;
{{Miscellaneous}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Tortured_Soul&amp;diff=27229</id>
		<title>Tortured Soul</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Tortured_Soul&amp;diff=27229"/>
				<updated>2017-04-27T17:39:34Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
Also see: {{MetaInline|Shaman}} and [[Season 11]]&lt;br /&gt;
&lt;br /&gt;
==Found==&lt;br /&gt;
* Souls will be randomly scattered in the {{MetaInline|World Beyond}}.&lt;br /&gt;
** When a {{MetaInline|Citizen}} dies during {{MetaInline|The Attack}}, they will leave behind a {{MetaInline|Lost Soul}}. &lt;br /&gt;
*** If {{MetaInline|Lost Soul}} does not moved to town or if its not in someone's inventory during the attack it will transform into a {{MetaInline|Tortured Soul}}.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
* Purify it to remove daily attack penalty.&lt;br /&gt;
** {{MetaInline|Hammam}} construction is needed to do so.&lt;br /&gt;
* Increase the daily zombie attack by 15% for each {{MetaInline|Tortured Soul}}.&lt;br /&gt;
** To pick {{MetaInline|Tortured Soul}} outside you need to use {{MetaInline|Mystic Potion}} beforehand.&lt;br /&gt;
*** Picking {{MetaInline|Tortured Soul}} outside without the effect of {{MetaInline|Mystic Potion}} will kill you.&lt;br /&gt;
*** Picking {{MetaInline|Tortured Soul}} for the person you escort is allowed and if he haven't used {{MetaInline|Mystic Potion}} beforehand he will be killed.&lt;br /&gt;
*** Trying to take {{MetaInline|Tortured Soul}} inside won't kill anyone.&lt;br /&gt;
*** {{MetaInline|Shaman}} can pick it without the use of {{MetaInline|Mystic Potion}}.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In [[Season 11]]:&lt;br /&gt;
** {{MetaInline|Tortured Soul}} was added.&lt;br /&gt;
* Death by picking up {{MetaInline|Tortured Soul}} without a {{MetaInline|Mystic Potion}} used beforehand will result in an instant death : ''Possesed by a tortured soul''.&lt;br /&gt;
&lt;br /&gt;
{{Miscellaneous}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Survivalist&amp;diff=27228</id>
		<title>Survivalist</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Survivalist&amp;diff=27228"/>
				<updated>2017-04-16T01:43:03Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
The Survivalist is a job role available only to {{MetaInline|Hero|displayname=Heroes}}. They were introduced in [[Season 4]].&lt;br /&gt;
&lt;br /&gt;
The {{MetaInline|Survivalist}} is a class which specialises in personal survival, as one may expect. However, this does not mean they are selfish players, and in fact, they are one of the most useful classes, due to the need for {{MetaInline|Blueprints}}.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*{{MetaInline|Survivalist|displayname=Survivalists}} have no limit on the chances of survival while {{MetaInline|Camping}}: their chances of surviving can go above 90%, which is the limit of other classes.&lt;br /&gt;
**At 90-99% camping survival chances, the camping description is:&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''You reckon your chances of surviving here are good, you should be able to spend the night here.''&amp;lt;/span&amp;gt;&lt;br /&gt;
**At 100% camping survival chances (yes, 100%), the camping description is:&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;margin-left:18px;&amp;quot;&amp;gt;''You reckon your chances of surviving here are optimal. Nobody would see you, even if they were looking straight at you.''&amp;lt;/span&amp;gt;&lt;br /&gt;
*Survivalists are also able to instantly become {{MetaInline|Refreshed}} or {{MetaInline|Fed}} daily, regaining full {{AP}}. This ability can only be used when at least 3 km from town (see below).&lt;br /&gt;
**Note that '''no''' item is generated in the Survivalist's rucksack, so whatever the {{MetaInline|Survivalist}} just ate, it cannot be shared.&lt;br /&gt;
**Starting in [[season 6]] &lt;br /&gt;
***There is around 17% chance that it will fail, using up the book and producing no {{AP}}. &lt;br /&gt;
****There are unconfirmed rumors that being {{MetaInline|Wounded}}, the town being in {{MetaInline|Devastation}}, or other factors increase the chances of failure.&lt;br /&gt;
***What the game calls 3 km on the bottom of the in game map and for distinctions such as extreme explorer is not what is being used to work out the distance away from town for the book:&lt;br /&gt;
***I.e. if you're at 2/2, then according to the in game map, that's 3 km, but if you work it out by Pythagoras a^2 + b^2 = c^2 which translates into x^2 + y^2 = (km from town)^2 in game terms, it would work out at 2.86 km from town, where the game would normally round it up to 3 km, it appears to either not be rounding it, or rounding it down to 2 km from town, making the game think player isn't 3 km from town when it appears to be according to the game, so won't let you use the book.&lt;br /&gt;
***In layman's terms, to use the book, if you're at co-ordinates (x,y), either x or y must be 3 or more.&lt;br /&gt;
**Starting in [[season 12]] The chance for book failure increases everyday after Day 4.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*{{MetaInline|Survival Guide}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Survivalists usually volunteer to camp at {{MetaInline|Ruins}} for {{MetaInline|Blueprints}} in the early days of the town after the zombies are killed, since they can reach up to a 0% chance of dying, while others will always have a chance of dying and thus hurt the town if they die (loss of {{AP}} and another person has to go and camp the next day, delaying the obtaining of the blueprint).&lt;br /&gt;
*Survivalists do '''not''' have an innate camping bonus compared to other classes.&lt;br /&gt;
*As the regeneration of {{AP}} is instant, Survivalists do not have to carry a {{MetaInline|Water Ration}} or {{MetaInline|Food}} around, depending on their expedition route. This saves one space in the rucksack.&lt;br /&gt;
**The ability for daily regeneration and 100% chances of survival also means Survivalists can plan a flawless 2-day expedition.&lt;br /&gt;
*Survivalists can use the {{MetaInline|Survival Guide}} to become {{MetaInline|Refreshed}} in the later days of the town, when water becomes a scarce resource.&lt;br /&gt;
*Using the book for a water ration can remove the thirsty status even when the user has already drunk that day.&lt;br /&gt;
*If there is little food left and all nearby zones within 6 {{AP}} are {{MetaInline|Depleted Zones|displayname=depleted}}, Survivalists can also become {{MetaInline|Fed}} instead to scavenge in replenished zones further out.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{Help|survivalist}}&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Zombie&amp;diff=27221</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Zombie&amp;diff=27221"/>
				<updated>2017-03-30T15:15:53Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Global Respawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Map info needs to be linked to the map/exploring pages|[[User:Mazt|Mazt]] 16:45, 4 October 2011 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
''Nobody's talking when the zombies come knocking...''&lt;br /&gt;
&lt;br /&gt;
Nobody knows why, or how, but something in civilization caused everyone to deteriorate and deform to the point of no return. You were one of the lucky ones, who escaped the infection and escaped to the vast desert. Now, with a handful of strangers, you have to fend of these zombies to save your life.&lt;br /&gt;
&lt;br /&gt;
Zombies are your main enemies in {{MetaInline|Die2Nite}}. There are two different kinds of zombies, and they work separately. It's important to know how to deal with each kind.&lt;br /&gt;
&lt;br /&gt;
==Midnight Zombies==&lt;br /&gt;
: ''See also [[Time#Midnight Attack]]''&lt;br /&gt;
There are zombies that attack the town at the same time every night. During {{MetaInline|The Attack}}, you can do nothing but pray that you won't be eaten alive. There is no way to kill these zombies, but they will eventually kill you. It's all you can do to build up your town in the hopes of staving them off for a few extra days.&lt;br /&gt;
&lt;br /&gt;
These zombies come pounding at the {{MetaInline|Town Gates}} every night, looking for fresh flesh. By building {{MetaInline|Defence}}, the town is able to keep the attacking zombies at bay. This won’t work forever though. As the attack sizes increase, they won’t rest until every last citizen is dead.&lt;br /&gt;
&lt;br /&gt;
===Dead Citizens===&lt;br /&gt;
When your fellow citizens die, they will turn into zombies in the midnight attack. It can be devastating if you do not deal with them correctly.&lt;br /&gt;
&lt;br /&gt;
====Corpses in Town====&lt;br /&gt;
''(Citizen's) corpse has not been destroyed. It's entirely possible that it'll decide to wake up and eat you alive tonight.''&lt;br /&gt;
&lt;br /&gt;
Citizens who die inside the town, no matter what the cause, leave behind nasty looking [[corpses]]. It's important to remove their [[corpses]] before {{MetaInline|The Attack}} or they’ll come back with a vengeance. There are several options to remove their [[corpses]]:&lt;br /&gt;
* &amp;quot;Drag it out of Town&amp;quot; - at the cost of two {{AP}}. Apart from costing {{AP}}, it has no other disadvantages. Gives the {{MetaInline|Cadaver Collector}} distinction.&lt;br /&gt;
* &amp;quot;Water the Corpse&amp;quot; - at the cost of one {{MetaInline|Water Ration}}, destroying it completely. It is usually not recommended due to the scarcity of {{MetaInline|Water Ration|displayname=Water Rations}}. Gives the {{MetaInline|Sprinkler}} distinction.&lt;br /&gt;
* &amp;quot;Cook the Body&amp;quot; - at no cost if the town has built the {{MetaInline|Cremato-Cue}}. This will provide you with 4 rations of {{MetaInline|Human Flesh}}. Gives the {{MetaInline|Extreme BBQ Chef}} distinction.&lt;br /&gt;
** ''The way (citizen) got rid of the lifeless body of (citizen) was pretty disgusting...''&lt;br /&gt;
&lt;br /&gt;
If their corpses are simply left behind, the consequences are particularly devastating. When these citizens come back to life as zombies, each of them will do either one of the following:&lt;br /&gt;
* Kill one random citizen. Home defense is completely ignored.&lt;br /&gt;
** '' † (Citizen) dragged their huger-driven corpse to (citizen)'s house, smashed their door in rage, grabbed their head and smashed it against the wall in a bloody display of cerebral fireworks. Never forget to recycle dead citizens. Never!!''&lt;br /&gt;
* Toss a stone in [[the well]] and splash out about 20 {{MetaInline|Water Ration|displayname=Water Rations}}. Note: Water in the bank cannot be destroyed.&lt;br /&gt;
* Destroy a random object in the bank.&lt;br /&gt;
* Remove all {{AP}} of an unfinished construction project.&lt;br /&gt;
&lt;br /&gt;
After {{MetaInline|The Attack}}, they will &amp;quot;sleep&amp;quot; again. If they are still left behind tomorrow, they will cause damage again in the next attack.&lt;br /&gt;
&lt;br /&gt;
====Corpses Outside====&lt;br /&gt;
''By dying outside the town, (citizen) has not left their fellow citizens in peace... yet.''&lt;br /&gt;
&lt;br /&gt;
Citizens who die outside in the {{MetaInline|World Beyond}}, no matter what the cause, drop a {{MetaInline|Meaty Bone}} in the zone they died in, as well as anything they were carrying in their rucksack. However, if citizens die at the {{MetaInline|Town Gates}} outside, the objects they carry will go straight into the bank, but no entries will be recorded in the {{MetaInline|Registers}}.&lt;br /&gt;
&lt;br /&gt;
Also they will come back as zombies at {{MetaInline|The Attack}} '''for the rest of the town's life'''. Note that citizens who died inside the town and were dragged out of the town will not be added to the numbers.&lt;br /&gt;
: ''In last night's horde, X former residents who died in the World Beyond came back, gnashing their teeth and looking famished...''&lt;br /&gt;
: (If only one former resident died outside, his name will be called out in the entry.)&lt;br /&gt;
&lt;br /&gt;
However, weird as it may sound, they '''do NOT''' actually increase the size of the hordes, even though the entry in the Gazette seems to indicate otherwise. For example if the size of the hordes is 200, former residents is 10. The size of the hordes remains 200, not 210.&lt;br /&gt;
&lt;br /&gt;
If the [[gates]] are closed, the former citizens will always get blocked, no matter whether the town defence is enough to block the hordes. All points of town defence can still be used to block the hordes. The former citizens won't &amp;quot;consume&amp;quot; any point. Take the same example above, if the town defence is exactly 200, all of the hordes will be blocked, with all former residents being blocked.&lt;br /&gt;
&lt;br /&gt;
If the [[gates]] are left open (or destroyed in a devastated town), the former citizens will get through and they will toss a stone in [[the well]] and splash out about 20 {{MetaInline|Water Ration|displayname=Water Rations}} (Note: Water in the bank cannot be destroyed). This can be disastrous. &lt;br /&gt;
&lt;br /&gt;
Also, if normal zombies get through, a random number of zombies will go to a random citizen's [[home]] and attack them. It does not spread evenly. At that time only your home defence will help to block the zombies (1 point of home defense = 1 zombie turned away). If the defence for their house is less than the zombies attacking, they die. If it is the same or more as the zombies attacking, they survive but usually become {{MetaInline|Terrorised}}. &lt;br /&gt;
&lt;br /&gt;
For the very small chance of not getting {{MetaInline|Terrorised}}, the message from the Crow will be as follows:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;You were really sweating last night! You heard them groaning, banging around and yelling outside. Eventually your door gave way and you took refuge under your bed, clutching your remaining possessions, trying not to think about the situation. Then they left... Shaking with fear you eventually came out of your hiding place, grateful that you survived.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Lazy Zombies ===&lt;br /&gt;
Also known as '''lazy zeds'''. Not all zombies make it into the gate will attack citizens all the time. They can sometimes become lazy. &lt;br /&gt;
&lt;br /&gt;
It is an advanced concept which expert players have to learn. If you play around with lazy zombies, you can survive even facing with tremendous number of the Hordes. The technique involved is to make sure only 10 citizens stay inside the town while the rest go out [[camping]], reducing the number of attack zombies. The 10 citizens then upgraded their home to the max. See also [[Endgame Strategy]].&lt;br /&gt;
&lt;br /&gt;
When we have an overflow, the number of zeds attacking the citizen inside depends on how many people stayed inside town. The rest of the overflow zeds become lazy zeds--they wander and don't attack anyone. So if you understand how attack zeds are calculated, then just subtract that from the overflow zeds to find out the lazy zeds.&lt;br /&gt;
&lt;br /&gt;
==== Immunity ====&lt;br /&gt;
The town has various levels of immunity against overflow attack depending on difference situations:&lt;br /&gt;
* On Day 5 or less, most population (perhaps over 70%) of the town is protected and will not be attacked by zombies in case of overflow. This helps to limit carnage in [[towns]] by malicious play (e.g. open gates just before the attack) in early stages.&lt;br /&gt;
* After day 5, if the [[gates]] are open, some population of the town (perhaps about 25%) will not suffer from zombie attack in case of overflow.&lt;br /&gt;
* After day 5, if the [[gates]] are closed and there are more than 25 citizens survived, some population (perhaps 40-60%) of the town will not suffer from zombie attack in case of overflow. This is a measure to prevent a huge number of deaths in just one day.&lt;br /&gt;
** If the same condition but 25 or fewer citizens survived, no immunity exists.&lt;br /&gt;
&lt;br /&gt;
==== Formula ====&lt;br /&gt;
The attack zeds follow this simple formula that reflects the number of citizen inside and the day of overflow:&lt;br /&gt;
&lt;br /&gt;
attack zed = (day + x) * y, &lt;br /&gt;
&lt;br /&gt;
where,&lt;br /&gt;
&lt;br /&gt;
day = day of overflow&lt;br /&gt;
&lt;br /&gt;
x = 1 for day 6 to day 14 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 4 for day 15 to day 18 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 5 for day 19 to 23 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 6 for day 24 or higher &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
y = 10 if citizen # in town is 10 or less &amp;lt;br/&amp;gt;&lt;br /&gt;
y = citizen # if citizen # in town is 11 to 25. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The formula does not work if citizen # is greater than 25 and if day is 5 or less. &lt;br /&gt;
&lt;br /&gt;
If the overflow zed is greater than the predicted attack zed, then the difference becomes the lazy zed seen for that day. If the overflow zed is less than the predicted attack zed, then there will be no lazy zed, ie., all overflow zed will attack.&lt;br /&gt;
&lt;br /&gt;
==Zombies in World Beyond==&lt;br /&gt;
When you explore the {{MetaInline|World Beyond}}, it is very likely you will encounter zombies. Those zombies hang around motionless, scattered around different zones in the {{MetaInline|World Beyond}}, trying to trap incautious citizens that get too close. However they won't make any attempt to attack citizens until {{MetaInline|The Attack}}. After that, they will become particularly violent, searching for citizens to eat.&lt;br /&gt;
&lt;br /&gt;
They won't just go away like the Midnight Zombies after each night. Instead they will spawn more and accumulate each night. If you don't kill them, they will overrun the desert soon enough. But killing them will not cause any effect on the numbers of midnight zombies though. &lt;br /&gt;
&lt;br /&gt;
Don't go outside if you are [[terrorised]]. You are too frightened to kill zombies. Your action will be vastly limited too. You will get [[trapped]] by just 1 zombie. &lt;br /&gt;
&lt;br /&gt;
=== Map ===&lt;br /&gt;
{{Main|Map}}&lt;br /&gt;
&lt;br /&gt;
On the [[map]] in the [[world beyond]], Different color indicate a specific estimated amount of zombies.&lt;br /&gt;
&amp;lt;!-- The info is not correct&lt;br /&gt;
Zones with zombies in them that have been previously explored are colored differently. This is what the colors mean:&lt;br /&gt;
* Dark green means no zed. Dont expect it to last. &lt;br /&gt;
* Light green is one zombie. Avoid if [[terrorised]].&lt;br /&gt;
* Brown is 2-3 zombies. Risky to enter, as you may get stuck.&lt;br /&gt;
* Red is 4-9 zombies. Never enter unless traveling with a small group. Or carrying a bunch of water balloons.&lt;br /&gt;
* Blue is 10-20 zombies. Never enter. Period. Unless, of course, 5 people are carrying an inventory of weapons.&lt;br /&gt;
* Purple 20+ zombies. Dont enter unless you are a moron, or in a tank armed with nukes. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Trapped by Zombies ===&lt;br /&gt;
{{Main|Trapped}}&lt;br /&gt;
&lt;br /&gt;
Zombies in the {{MetaInline|World Beyond}} will not attack you until {{MetaInline|The Attack}}. Instead they can cause you to become [[trapped]], i.e. you cannot be moved out of the zone. &lt;br /&gt;
&lt;br /&gt;
There are various ways of {{MetaInline|Fighting}} these zombies, some better than others, but if you don't kill them somehow then they will quickly start to close in.&lt;br /&gt;
&lt;br /&gt;
=== Zombie Respawn ===&lt;br /&gt;
Each night after the midnight attack, zombies will respawn or not based on the following situations:&lt;br /&gt;
* Empty zones&lt;br /&gt;
** Adjacent zones are empty too: No zombies will spawn.&lt;br /&gt;
** Adjacent zones are infected (have zombies): The zone may spawn 0-4 zombies. The number of zombies in the adjacent zones do not seem to matter. Rather it is the number of adjacent zones which are infected matters. The higher the number of adjacent infected zones, usually the higher the number of spawning is.&lt;br /&gt;
* Zombie zones: 1-2 zombies spawn.&lt;br /&gt;
&lt;br /&gt;
There is one exception to the above which is '''global respawn'''. &lt;br /&gt;
&lt;br /&gt;
The french version of the game has illustrated this concept in depth. Mind you, different versions have some discrepancies in gameplay and mechanisms. You may take a look at [http://translate.googleusercontent.com/translate_c?depth=1&amp;amp;hl=en&amp;amp;rurl=translate.google.com&amp;amp;sl=auto&amp;amp;tl=en&amp;amp;u=http://www.twinpedia.com/hordes/outre-monde/zombies&amp;amp;usg=ALkJrhgRA0NAWdzKmexPIGlNAUy3MVnzxg].&lt;br /&gt;
&lt;br /&gt;
==== Global Respawn ====&lt;br /&gt;
Global Respawn is the situation where zombies will respawn across the entire map randomly if the total population drops below a certain threshold. It is a measure which prevents the elimination of zombies in the {{MetaInline|World Beyond}}.&lt;br /&gt;
&lt;br /&gt;
In [[Season 1]], it is suggested that if the population of the zombies falls under the following threshold, it will trigger global respawn.&lt;br /&gt;
: Threshold = Day number x Map width × 2 (this is the formula for small maps)&lt;br /&gt;
  &lt;br /&gt;
: Threshold = 26 x (day+1)(this is the formula for distant maps)&lt;br /&gt;
&lt;br /&gt;
==== Zombie Zoo ====&lt;br /&gt;
Zombie Zoo is an advanced tactics which ensures the citizens can go scavenging more safely by confining all zombies in a specific area.&lt;br /&gt;
&lt;br /&gt;
The tactics involved are as follows. Don't kill zombies in the specific area targeting to be a zoo to keep them all in. Kill the rest who are located in other areas. Zombies only respawn and concentrate in the &amp;quot;zoo&amp;quot; in this way. Citizens can go out scavenging more safely and efficiently in zombie-free zones.&lt;br /&gt;
&lt;br /&gt;
The specific area can't be too small, or you may risk over-killing which will lead to the trigger of global respawn. Your plan will then be ruined. The threshold keeps increasing each day, so the area may have to be adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Zombie Despair ===&lt;br /&gt;
{{Main|Zombie Despair}}&lt;br /&gt;
&lt;br /&gt;
It is an advanced theory which says one zombie dies from despair for every 2 [[Armoury|killed]] in the same zone each night.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* According to the description of {{MetaInline|Sword of Bokor}}, some zombie hordes that assault during the night are lead by a zombie pack leader, in packs of around a hundred.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|fighting_the_hordes_in_the_world_beyond}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Architect%27s_Study&amp;diff=27219</id>
		<title>Architect's Study</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Architect%27s_Study&amp;diff=27219"/>
				<updated>2017-03-27T19:02:43Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
Contrary to popular belief, that bottle of {{MetaInline|Vodka Marinostov}} and tablet of {{MetaInline|Anabolic Steroids}} really were necessary to get the town to come up with construction ideas. Why care about the alcohol and drugs anyway, when we're attaching '''ten''' patchwork beams on to that {{MetaInline|Järpen Table}} from the {{MetaInline|Building Registry}}!?&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
*Every day after {{MetaInline|The Attack}}, a {{MetaInline|Construction Blueprint (common)}} is placed inside the bank, allowing the town to discover a construction per day.&lt;br /&gt;
**The following message is registered in the {{MetaInline|Registers}}:&amp;lt;br/&amp;gt;'''''&amp;quot;{{MetaInline|Construction Blueprint (common)}}&amp;quot;''' has been discovered thanks to the'''Architect's Study'''. It has been deposited in '''the bank'''.''&lt;br /&gt;
**The typo &amp;quot;theArchitect's Study&amp;quot; is an in-game bug.&lt;br /&gt;
**Upgrading it via the {{MetaInline|Building_upgrades|Daily Project}} to get more blueprints.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*It is important to build this early, to help unlock {{MetaInline|Search Tower}} and other structures requiring {{MetaInline|Construction Blueprint (common)}}.&lt;br /&gt;
*When you unlock all common blueprints and try to add another one you get this message:&amp;lt;br/&amp;gt;''Your town has already unlocked all construction projects in this category! This object is therefore useless, so you decide to throw it away.''&lt;br /&gt;
**There will be an entry of this event in the Registers.&lt;br /&gt;
* The first upgrade of the architect's study will give 5 common blueprints, as it includes the daily one. lvl 2 and lvl 3 will not give the common blueprint at all, but after voted, continue to give a common blueprint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
{{Upgrades&lt;br /&gt;
| lvl0=Gives 1 daily common blueprint.&lt;br /&gt;
| lvl1=The Town will receive 4 common construction blueprints after the attack.&lt;br /&gt;
| lvl2=The Town will receive 2 common construction blueprints and 2 uncommon blueprints after the attack(maybe a surprise too?)&lt;br /&gt;
| lvl3=The Town will receive 2 uncommon construction blueprints and 2 rare blueprints after the attack(maybe a surprise too?)&lt;br /&gt;
| lvl4=null&lt;br /&gt;
| lvl5=null&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
* In [[Season 10]]:&lt;br /&gt;
** {{MetaInline|Architect's Study}} is now an upgradable building.&lt;br /&gt;
&lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Guard_Tower&amp;diff=27218</id>
		<title>Guard Tower</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Guard_Tower&amp;diff=27218"/>
				<updated>2017-03-26T01:15:15Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
It looks like a beautiful tower that is only shiny and for looks, but actually {{MetaInline|Guardian|displayname=Guardians}} gather inside this tower every day and plan out strategies that will help block out more zombies from overrunning {{MetaInline|Town|displayname=The Town}}!&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
* Building it gives 15 {{DP}} to the town.&lt;br /&gt;
* Each {{MetaInline|Guardian}} in {{MetaInline|Town}} during {{MetaInline|The Attack}} provides additional 10 {{DP}}&lt;br /&gt;
* Each {{MetaInline|Guardian}} can use 1 {{AP}} to give an extra 10 {{temp}}{{DP}} per day&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
With the tower each {{MetaInline|Guardian}} can provide in total the following defence:&lt;br /&gt;
* +5 {{DP}} base Guardian bonus &lt;br /&gt;
* +10 {{DP}} Guard Tower bonus&lt;br /&gt;
* +10 {{temp}}{{DP}} &amp;quot;Organise Defence&amp;quot; bonus (costs 1 {{AP}})&lt;br /&gt;
This equates to a maximum of 25 town defence per {{MetaInline|Guardian}} in town.&lt;br /&gt;
&lt;br /&gt;
* During the event '''Clash of The Titans''' where 40 {{MetaInline|Guardian|displayname=Guardians}} are in one {{MetaInline|Town}}, this building can provide up to 1015 {{DP}} if all 40 {{MetaInline|Guardian|displayname=Guardians}} spend 1 {{AP}} to &amp;quot;Organise Defence&amp;quot;(25 defence points per guardian, plus the building 15 defence).&lt;br /&gt;
&lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Guard_Tower&amp;diff=27217</id>
		<title>Guard Tower</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Guard_Tower&amp;diff=27217"/>
				<updated>2017-03-26T01:14:48Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: confirmed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
It looks like a beautiful tower that is only shiny and for looks, but actually {{MetaInline|Guardian|displayname=Guardians}} gather inside this tower every day and plan out strategies that will help block out more zombies from overrunning {{MetaInline|Town|displayname=The Town}}!&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
* Building it gives 15 {{DP}} to the town.&lt;br /&gt;
* Each {{MetaInline|Guardian}} in {{MetaInline|Town}} during {{MetaInline|The Attack}} provides additional 10 {{DP}}&lt;br /&gt;
* Each {{MetaInline|Guardian}} can use 1 {{AP}} to give an extra 10 {{temp}}{{DP}} per day&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
With the tower each {{MetaInline|Guardian}} can provide in total the following defence:&lt;br /&gt;
* +5 {{DP}} base Guardian bonus &lt;br /&gt;
* +10 {{DP}} Guard Tower bonus)&lt;br /&gt;
* +10 {{temp}}{{DP}} &amp;quot;Organise Defence&amp;quot; bonus (costs 1 {{AP}})&lt;br /&gt;
This equates to a maximum of 25 town defence per {{MetaInline|Guardian}} in town.&lt;br /&gt;
&lt;br /&gt;
* During the event '''Clash of The Titans''' where 40 {{MetaInline|Guardian|displayname=Guardians}} are in one {{MetaInline|Town}}, this building can provide up to 1015 {{DP}} if all 40 {{MetaInline|Guardian|displayname=Guardians}} spend 1 {{AP}} to &amp;quot;Organise Defence&amp;quot;(25 defence points per guardian, plus the building 15 defence).&lt;br /&gt;
&lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Zombie&amp;diff=27216</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Zombie&amp;diff=27216"/>
				<updated>2017-03-26T00:43:15Z</updated>
		
		<summary type="html">&lt;p&gt;Linkster3769: /* Global Respawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Map info needs to be linked to the map/exploring pages|[[User:Mazt|Mazt]] 16:45, 4 October 2011 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
''Nobody's talking when the zombies come knocking...''&lt;br /&gt;
&lt;br /&gt;
Nobody knows why, or how, but something in civilization caused everyone to deteriorate and deform to the point of no return. You were one of the lucky ones, who escaped the infection and escaped to the vast desert. Now, with a handful of strangers, you have to fend of these zombies to save your life.&lt;br /&gt;
&lt;br /&gt;
Zombies are your main enemies in {{MetaInline|Die2Nite}}. There are two different kinds of zombies, and they work separately. It's important to know how to deal with each kind.&lt;br /&gt;
&lt;br /&gt;
==Midnight Zombies==&lt;br /&gt;
: ''See also [[Time#Midnight Attack]]''&lt;br /&gt;
There are zombies that attack the town at the same time every night. During {{MetaInline|The Attack}}, you can do nothing but pray that you won't be eaten alive. There is no way to kill these zombies, but they will eventually kill you. It's all you can do to build up your town in the hopes of staving them off for a few extra days.&lt;br /&gt;
&lt;br /&gt;
These zombies come pounding at the {{MetaInline|Town Gates}} every night, looking for fresh flesh. By building {{MetaInline|Defence}}, the town is able to keep the attacking zombies at bay. This won’t work forever though. As the attack sizes increase, they won’t rest until every last citizen is dead.&lt;br /&gt;
&lt;br /&gt;
===Dead Citizens===&lt;br /&gt;
When your fellow citizens die, they will turn into zombies in the midnight attack. It can be devastating if you do not deal with them correctly.&lt;br /&gt;
&lt;br /&gt;
====Corpses in Town====&lt;br /&gt;
''(Citizen's) corpse has not been destroyed. It's entirely possible that it'll decide to wake up and eat you alive tonight.''&lt;br /&gt;
&lt;br /&gt;
Citizens who die inside the town, no matter what the cause, leave behind nasty looking [[corpses]]. It's important to remove their [[corpses]] before {{MetaInline|The Attack}} or they’ll come back with a vengeance. There are several options to remove their [[corpses]]:&lt;br /&gt;
* &amp;quot;Drag it out of Town&amp;quot; - at the cost of two {{AP}}. Apart from costing {{AP}}, it has no other disadvantages. Gives the {{MetaInline|Cadaver Collector}} distinction.&lt;br /&gt;
* &amp;quot;Water the Corpse&amp;quot; - at the cost of one {{MetaInline|Water Ration}}, destroying it completely. It is usually not recommended due to the scarcity of {{MetaInline|Water Ration|displayname=Water Rations}}. Gives the {{MetaInline|Sprinkler}} distinction.&lt;br /&gt;
* &amp;quot;Cook the Body&amp;quot; - at no cost if the town has built the {{MetaInline|Cremato-Cue}}. This will provide you with 4 rations of {{MetaInline|Human Flesh}}. Gives the {{MetaInline|Extreme BBQ Chef}} distinction.&lt;br /&gt;
** ''The way (citizen) got rid of the lifeless body of (citizen) was pretty disgusting...''&lt;br /&gt;
&lt;br /&gt;
If their corpses are simply left behind, the consequences are particularly devastating. When these citizens come back to life as zombies, each of them will do either one of the following:&lt;br /&gt;
* Kill one random citizen. Home defense is completely ignored.&lt;br /&gt;
** '' † (Citizen) dragged their huger-driven corpse to (citizen)'s house, smashed their door in rage, grabbed their head and smashed it against the wall in a bloody display of cerebral fireworks. Never forget to recycle dead citizens. Never!!''&lt;br /&gt;
* Toss a stone in [[the well]] and splash out about 20 {{MetaInline|Water Ration|displayname=Water Rations}}. Note: Water in the bank cannot be destroyed.&lt;br /&gt;
* Destroy a random object in the bank.&lt;br /&gt;
* Remove all {{AP}} of an unfinished construction project.&lt;br /&gt;
&lt;br /&gt;
After {{MetaInline|The Attack}}, they will &amp;quot;sleep&amp;quot; again. If they are still left behind tomorrow, they will cause damage again in the next attack.&lt;br /&gt;
&lt;br /&gt;
====Corpses Outside====&lt;br /&gt;
''By dying outside the town, (citizen) has not left their fellow citizens in peace... yet.''&lt;br /&gt;
&lt;br /&gt;
Citizens who die outside in the {{MetaInline|World Beyond}}, no matter what the cause, drop a {{MetaInline|Meaty Bone}} in the zone they died in, as well as anything they were carrying in their rucksack. However, if citizens die at the {{MetaInline|Town Gates}} outside, the objects they carry will go straight into the bank, but no entries will be recorded in the {{MetaInline|Registers}}.&lt;br /&gt;
&lt;br /&gt;
Also they will come back as zombies at {{MetaInline|The Attack}} '''for the rest of the town's life'''. Note that citizens who died inside the town and were dragged out of the town will not be added to the numbers.&lt;br /&gt;
: ''In last night's horde, X former residents who died in the World Beyond came back, gnashing their teeth and looking famished...''&lt;br /&gt;
: (If only one former resident died outside, his name will be called out in the entry.)&lt;br /&gt;
&lt;br /&gt;
However, weird as it may sound, they '''do NOT''' actually increase the size of the hordes, even though the entry in the Gazette seems to indicate otherwise. For example if the size of the hordes is 200, former residents is 10. The size of the hordes remains 200, not 210.&lt;br /&gt;
&lt;br /&gt;
If the [[gates]] are closed, the former citizens will always get blocked, no matter whether the town defence is enough to block the hordes. All points of town defence can still be used to block the hordes. The former citizens won't &amp;quot;consume&amp;quot; any point. Take the same example above, if the town defence is exactly 200, all of the hordes will be blocked, with all former residents being blocked.&lt;br /&gt;
&lt;br /&gt;
If the [[gates]] are left open (or destroyed in a devastated town), the former citizens will get through and they will toss a stone in [[the well]] and splash out about 20 {{MetaInline|Water Ration|displayname=Water Rations}} (Note: Water in the bank cannot be destroyed). This can be disastrous. &lt;br /&gt;
&lt;br /&gt;
Also, if normal zombies get through, a random number of zombies will go to a random citizen's [[home]] and attack them. It does not spread evenly. At that time only your home defence will help to block the zombies (1 point of home defense = 1 zombie turned away). If the defence for their house is less than the zombies attacking, they die. If it is the same or more as the zombies attacking, they survive but usually become {{MetaInline|Terrorised}}. &lt;br /&gt;
&lt;br /&gt;
For the very small chance of not getting {{MetaInline|Terrorised}}, the message from the Crow will be as follows:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;You were really sweating last night! You heard them groaning, banging around and yelling outside. Eventually your door gave way and you took refuge under your bed, clutching your remaining possessions, trying not to think about the situation. Then they left... Shaking with fear you eventually came out of your hiding place, grateful that you survived.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Lazy Zombies ===&lt;br /&gt;
Also known as '''lazy zeds'''. Not all zombies make it into the gate will attack citizens all the time. They can sometimes become lazy. &lt;br /&gt;
&lt;br /&gt;
It is an advanced concept which expert players have to learn. If you play around with lazy zombies, you can survive even facing with tremendous number of the Hordes. The technique involved is to make sure only 10 citizens stay inside the town while the rest go out [[camping]], reducing the number of attack zombies. The 10 citizens then upgraded their home to the max. See also [[Endgame Strategy]].&lt;br /&gt;
&lt;br /&gt;
When we have an overflow, the number of zeds attacking the citizen inside depends on how many people stayed inside town. The rest of the overflow zeds become lazy zeds--they wander and don't attack anyone. So if you understand how attack zeds are calculated, then just subtract that from the overflow zeds to find out the lazy zeds.&lt;br /&gt;
&lt;br /&gt;
==== Immunity ====&lt;br /&gt;
The town has various levels of immunity against overflow attack depending on difference situations:&lt;br /&gt;
* On Day 5 or less, most population (perhaps over 70%) of the town is protected and will not be attacked by zombies in case of overflow. This helps to limit carnage in [[towns]] by malicious play (e.g. open gates just before the attack) in early stages.&lt;br /&gt;
* After day 5, if the [[gates]] are open, some population of the town (perhaps about 25%) will not suffer from zombie attack in case of overflow.&lt;br /&gt;
* After day 5, if the [[gates]] are closed and there are more than 25 citizens survived, some population (perhaps 40-60%) of the town will not suffer from zombie attack in case of overflow. This is a measure to prevent a huge number of deaths in just one day.&lt;br /&gt;
** If the same condition but 25 or fewer citizens survived, no immunity exists.&lt;br /&gt;
&lt;br /&gt;
==== Formula ====&lt;br /&gt;
The attack zeds follow this simple formula that reflects the number of citizen inside and the day of overflow:&lt;br /&gt;
&lt;br /&gt;
attack zed = (day + x) * y, &lt;br /&gt;
&lt;br /&gt;
where,&lt;br /&gt;
&lt;br /&gt;
day = day of overflow&lt;br /&gt;
&lt;br /&gt;
x = 1 for day 6 to day 14 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 4 for day 15 to day 18 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 5 for day 19 to 23 &amp;lt;br/&amp;gt;&lt;br /&gt;
x = 6 for day 24 or higher &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
y = 10 if citizen # in town is 10 or less &amp;lt;br/&amp;gt;&lt;br /&gt;
y = citizen # if citizen # in town is 11 to 25. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The formula does not work if citizen # is greater than 25 and if day is 5 or less. &lt;br /&gt;
&lt;br /&gt;
If the overflow zed is greater than the predicted attack zed, then the difference becomes the lazy zed seen for that day. If the overflow zed is less than the predicted attack zed, then there will be no lazy zed, ie., all overflow zed will attack.&lt;br /&gt;
&lt;br /&gt;
==Zombies in World Beyond==&lt;br /&gt;
When you explore the {{MetaInline|World Beyond}}, it is very likely you will encounter zombies. Those zombies hang around motionless, scattered around different zones in the {{MetaInline|World Beyond}}, trying to trap incautious citizens that get too close. However they won't make any attempt to attack citizens until {{MetaInline|The Attack}}. After that, they will become particularly violent, searching for citizens to eat.&lt;br /&gt;
&lt;br /&gt;
They won't just go away like the Midnight Zombies after each night. Instead they will spawn more and accumulate each night. If you don't kill them, they will overrun the desert soon enough. But killing them will not cause any effect on the numbers of midnight zombies though. &lt;br /&gt;
&lt;br /&gt;
Don't go outside if you are [[terrorised]]. You are too frightened to kill zombies. Your action will be vastly limited too. You will get [[trapped]] by just 1 zombie. &lt;br /&gt;
&lt;br /&gt;
=== Map ===&lt;br /&gt;
{{Main|Map}}&lt;br /&gt;
&lt;br /&gt;
On the [[map]] in the [[world beyond]], Different color indicate a specific estimated amount of zombies.&lt;br /&gt;
&amp;lt;!-- The info is not correct&lt;br /&gt;
Zones with zombies in them that have been previously explored are colored differently. This is what the colors mean:&lt;br /&gt;
* Dark green means no zed. Dont expect it to last. &lt;br /&gt;
* Light green is one zombie. Avoid if [[terrorised]].&lt;br /&gt;
* Brown is 2-3 zombies. Risky to enter, as you may get stuck.&lt;br /&gt;
* Red is 4-9 zombies. Never enter unless traveling with a small group. Or carrying a bunch of water balloons.&lt;br /&gt;
* Blue is 10-20 zombies. Never enter. Period. Unless, of course, 5 people are carrying an inventory of weapons.&lt;br /&gt;
* Purple 20+ zombies. Dont enter unless you are a moron, or in a tank armed with nukes. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Trapped by Zombies ===&lt;br /&gt;
{{Main|Trapped}}&lt;br /&gt;
&lt;br /&gt;
Zombies in the {{MetaInline|World Beyond}} will not attack you until {{MetaInline|The Attack}}. Instead they can cause you to become [[trapped]], i.e. you cannot be moved out of the zone. &lt;br /&gt;
&lt;br /&gt;
There are various ways of {{MetaInline|Fighting}} these zombies, some better than others, but if you don't kill them somehow then they will quickly start to close in.&lt;br /&gt;
&lt;br /&gt;
=== Zombie Respawn ===&lt;br /&gt;
Each night after the midnight attack, zombies will respawn or not based on the following situations:&lt;br /&gt;
* Empty zones&lt;br /&gt;
** Adjacent zones are empty too: No zombies will spawn.&lt;br /&gt;
** Adjacent zones are infected (have zombies): The zone may spawn 0-4 zombies. The number of zombies in the adjacent zones do not seem to matter. Rather it is the number of adjacent zones which are infected matters. The higher the number of adjacent infected zones, usually the higher the number of spawning is.&lt;br /&gt;
* Zombie zones: 1-2 zombies spawn.&lt;br /&gt;
&lt;br /&gt;
There is one exception to the above which is '''global respawn'''. &lt;br /&gt;
&lt;br /&gt;
The french version of the game has illustrated this concept in depth. Mind you, different versions have some discrepancies in gameplay and mechanisms. You may take a look at [http://translate.googleusercontent.com/translate_c?depth=1&amp;amp;hl=en&amp;amp;rurl=translate.google.com&amp;amp;sl=auto&amp;amp;tl=en&amp;amp;u=http://www.twinpedia.com/hordes/outre-monde/zombies&amp;amp;usg=ALkJrhgRA0NAWdzKmexPIGlNAUy3MVnzxg].&lt;br /&gt;
&lt;br /&gt;
==== Global Respawn ====&lt;br /&gt;
Global Respawn is the situation where zombies will respawn across the entire map randomly if the total population drops below a certain threshold. It is a measure which prevents the elimination of zombies in the {{MetaInline|World Beyond}}.&lt;br /&gt;
&lt;br /&gt;
In [[Season 1]], it is suggested that if the population of the zombies falls under the following threshold, it will trigger global respawn.&lt;br /&gt;
: Threshold = Day number x Map width × 2 (this is the formula for small maps)&lt;br /&gt;
  &lt;br /&gt;
: Threshold = 26 x (day+1)(this is the formula for distant maps)&lt;br /&gt;
&lt;br /&gt;
However things have changed after some season. The exact formula is not yet discovered. The current threshold is higher than that of [[Season 1]], so it is advised you add some safety margin to the formula. Some suggest adding 5 to the map width, or multiply the answer by 110%.&lt;br /&gt;
&lt;br /&gt;
==== Zombie Zoo ====&lt;br /&gt;
Zombie Zoo is an advanced tactics which ensures the citizens can go scavenging more safely by confining all zombies in a specific area.&lt;br /&gt;
&lt;br /&gt;
The tactics involved are as follows. Don't kill zombies in the specific area targeting to be a zoo to keep them all in. Kill the rest who are located in other areas. Zombies only respawn and concentrate in the &amp;quot;zoo&amp;quot; in this way. Citizens can go out scavenging more safely and efficiently in zombie-free zones.&lt;br /&gt;
&lt;br /&gt;
The specific area can't be too small, or you may risk over-killing which will lead to the trigger of global respawn. Your plan will then be ruined. The threshold keeps increasing each day, so the area may have to be adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Zombie Despair ===&lt;br /&gt;
{{Main|Zombie Despair}}&lt;br /&gt;
&lt;br /&gt;
It is an advanced theory which says one zombie dies from despair for every 2 [[Armoury|killed]] in the same zone each night.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* According to the description of {{MetaInline|Sword of Bokor}}, some zombie hordes that assault during the night are lead by a zombie pack leader, in packs of around a hundred.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|fighting_the_hordes_in_the_world_beyond}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Linkster3769</name></author>	</entry>

	</feed>